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// 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.hpp"
#include "Image.hpp"
#include "Texture.h"
#include "Renderer/Renderer.hpp"
#include "Renderer/Clipper.hpp"
#include "Shader/PixelShader.hpp"
#include "Shader/VertexShader.hpp"
#include "Main/Config.hpp"
#include "Main/FrameBuffer.hpp"
#include "Common/Math.hpp"
#include "Common/Configurator.hpp"
#include "Common/Memory.hpp"
#include "Common/Timer.hpp"
#include "../common/debug.h"
namespace gl
{
using namespace sw;
Device::Device(Context *context) : Renderer(context, OpenGL, true), context(context)
{
depthStencil = 0;
renderTarget = 0;
setDepthBufferEnable(true);
setFillMode(FILL_SOLID);
setShadingMode(SHADING_GOURAUD);
setDepthWriteEnable(true);
setAlphaTestEnable(false);
setSourceBlendFactor(BLEND_ONE);
setDestBlendFactor(BLEND_ZERO);
setCullMode(CULL_COUNTERCLOCKWISE, true);
setDepthCompare(DEPTH_LESSEQUAL);
setAlphaReference(0.0f);
setAlphaCompare(ALPHA_ALWAYS);
setAlphaBlendEnable(false);
setFogEnable(false);
setSpecularEnable(false);
setFogColor(0);
setPixelFogMode(FOG_NONE);
setFogStart(0.0f);
setFogEnd(1.0f);
setFogDensity(1.0f);
setRangeFogEnable(false);
setStencilEnable(false);
setStencilFailOperation(OPERATION_KEEP);
setStencilZFailOperation(OPERATION_KEEP);
setStencilPassOperation(OPERATION_KEEP);
setStencilCompare(STENCIL_ALWAYS);
setStencilReference(0);
setStencilMask(0xFFFFFFFF);
setStencilWriteMask(0xFFFFFFFF);
setVertexFogMode(FOG_NONE);
setClipFlags(0);
setPointSize(1.0f);
setPointSizeMin(0.125f);
setPointSizeMax(8192.0f);
setColorWriteMask(0, 0x0000000F);
setBlendOperation(BLENDOP_ADD);
scissorEnable = false;
setSlopeDepthBias(0.0f);
setTwoSidedStencil(false);
setStencilFailOperationCCW(OPERATION_KEEP);
setStencilZFailOperationCCW(OPERATION_KEEP);
setStencilPassOperationCCW(OPERATION_KEEP);
setStencilCompareCCW(STENCIL_ALWAYS);
setColorWriteMask(1, 0x0000000F);
setColorWriteMask(2, 0x0000000F);
setColorWriteMask(3, 0x0000000F);
setBlendConstant(0xFFFFFFFF);
setWriteSRGB(false);
setDepthBias(0.0f);
setSeparateAlphaBlendEnable(false);
setSourceBlendFactorAlpha(BLEND_ONE);
setDestBlendFactorAlpha(BLEND_ZERO);
setBlendOperationAlpha(BLENDOP_ADD);
setPointSpriteEnable(true);
setColorLogicOpEnabled(false);
setLogicalOperation(LOGICALOP_COPY);
for(int i = 0; i < 16; i++)
{
setAddressingModeU(sw::SAMPLER_PIXEL, i, ADDRESSING_WRAP);
setAddressingModeV(sw::SAMPLER_PIXEL, i, ADDRESSING_WRAP);
setAddressingModeW(sw::SAMPLER_PIXEL, i, ADDRESSING_WRAP);
setBorderColor(sw::SAMPLER_PIXEL, i, 0x00000000);
setTextureFilter(sw::SAMPLER_PIXEL, i, FILTER_POINT);
setMipmapFilter(sw::SAMPLER_PIXEL, i, MIPMAP_NONE);
setMipmapLOD(sw::SAMPLER_PIXEL, i, 0.0f);
}
for(int i = 0; i < 4; i++)
{
setAddressingModeU(sw::SAMPLER_VERTEX, i, ADDRESSING_WRAP);
setAddressingModeV(sw::SAMPLER_VERTEX, i, ADDRESSING_WRAP);
setAddressingModeW(sw::SAMPLER_VERTEX, i, ADDRESSING_WRAP);
setBorderColor(sw::SAMPLER_VERTEX, i, 0x00000000);
setTextureFilter(sw::SAMPLER_VERTEX, i, FILTER_POINT);
setMipmapFilter(sw::SAMPLER_VERTEX, i, MIPMAP_NONE);
setMipmapLOD(sw::SAMPLER_VERTEX, i, 0.0f);
}
for(int i = 0; i < 6; i++)
{
float plane[4] = {0, 0, 0, 0};
setClipPlane(i, plane);
}
pixelShader = 0;
vertexShader = 0;
pixelShaderDirty = true;
pixelShaderConstantsFDirty = 0;
vertexShaderDirty = true;
vertexShaderConstantsFDirty = 0;
for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
{
float zero[4] = {0, 0, 0, 0};
setPixelShaderConstantF(i, zero, 1);
}
for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
{
float zero[4] = {0, 0, 0, 0};
setVertexShaderConstantF(i, zero, 1);
}
setLightingEnable(false);
setGlobalAmbient(sw::Color<float>(0.2f, 0.2f, 0.2f, 1.0f));
setMaterialAmbient(sw::Color<float>(0.2f, 0.2f, 0.2f, 1.0f));
setMaterialDiffuse(sw::Color<float>(0.8f, 0.8f, 0.8f, 1.0f));
setMaterialSpecular(sw::Color<float>(0.0f, 0.0f, 0.0f, 1.0f));
setMaterialEmission(sw::Color<float>(0.0f, 0.0f, 0.0f, 1.0f));
for(int i = 0; i < 8; i++)
{
setLightEnable(i, false);
setLightAttenuation(i, 1.0f, 0.0f, 0.0f);
}
setDiffuseMaterialSource(sw::MATERIAL_COLOR1);
setSpecularMaterialSource(sw::MATERIAL_MATERIAL);
setAmbientMaterialSource(sw::MATERIAL_COLOR1);
setEmissiveMaterialSource(sw::MATERIAL_MATERIAL);
}
Device::~Device()
{
if(depthStencil)
{
depthStencil->release();
depthStencil = 0;
}
if(renderTarget)
{
renderTarget->release();
renderTarget = 0;
}
delete context;
}
// This object has to be mem aligned
void* Device::operator new(size_t size)
{
ASSERT(size == sizeof(Device)); // This operator can't be called from a derived class
return sw::allocate(sizeof(gl::Device), 16);
}
void Device::operator delete(void * mem)
{
sw::deallocate(mem);
}
void Device::clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask)
{
if(!renderTarget || !rgbaMask)
{
return;
}
sw::Rect clearRect = renderTarget->getRect();
if(scissorEnable)
{
clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);
}
float rgba[4];
rgba[0] = red;
rgba[1] = green;
rgba[2] = blue;
rgba[3] = alpha;
clear(rgba, FORMAT_A32B32G32R32F, renderTarget, clearRect, rgbaMask);
}
void Device::clearDepth(float z)
{
if(!depthStencil)
{
return;
}
z = clamp01(z);
sw::Rect clearRect = depthStencil->getRect();
if(scissorEnable)
{
clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);
}
depthStencil->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
}
void Device::clearStencil(unsigned int stencil, unsigned int mask)
{
if(!depthStencil)
{
return;
}
sw::Rect clearRect = depthStencil->getRect();
if(scissorEnable)
{
clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);
}
depthStencil->clearStencil(stencil, mask, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
}
Image *Device::createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard)
{
if(height > OUTLINE_RESOLUTION)
{
ERR("Invalid parameters: %dx%d", width, height);
return 0;
}
bool lockable = true;
switch(format)
{
// case FORMAT_D15S1:
case FORMAT_D24S8:
case FORMAT_D24X8:
// case FORMAT_D24X4S4:
case FORMAT_D24FS8:
case FORMAT_D32:
case FORMAT_D16:
lockable = false;
break;
// case FORMAT_S8_LOCKABLE:
// case FORMAT_D16_LOCKABLE:
case FORMAT_D32F_LOCKABLE:
// case FORMAT_D32_LOCKABLE:
case FORMAT_DF24S8:
case FORMAT_DF16S8:
lockable = true;
break;
default:
UNREACHABLE(format);
}
Image *surface = new Image(0, width, height, format, multiSampleDepth, lockable, true);
if(!surface)
{
ERR("Out of memory");
return 0;
}
return surface;
}
Image *Device::createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable)
{
if(height > OUTLINE_RESOLUTION)
{
ERR("Invalid parameters: %dx%d", width, height);
return 0;
}
Image *surface = new Image(0, width, height, format, multiSampleDepth, lockable, true);
if(!surface)
{
ERR("Out of memory");
return 0;
}
return surface;
}
void Device::drawIndexedPrimitive(PrimitiveType type, unsigned int indexOffset, unsigned int primitiveCount, int indexSize)
{
if(!bindResources() || !primitiveCount)
{
return;
}
DrawType drawType;
if(indexSize == 4)
{
switch(type)
{
case DRAW_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST32; break;
case DRAW_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST32; break;
case DRAW_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP32; break;
case DRAW_LINELOOP: drawType = sw::DRAW_INDEXEDLINELOOP32; break;
case DRAW_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST32; break;
case DRAW_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP32; break;
case DRAW_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN32; break;
default: UNREACHABLE(type);
}
}
else if(indexSize == 2)
{
switch(type)
{
case DRAW_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST16; break;
case DRAW_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST16; break;
case DRAW_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP16; break;
case DRAW_LINELOOP: drawType = sw::DRAW_INDEXEDLINELOOP16; break;
case DRAW_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST16; break;
case DRAW_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP16; break;
case DRAW_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN16; break;
default: UNREACHABLE(type);
}
}
else if(indexSize == 1)
{
switch(type)
{
case DRAW_POINTLIST: drawType = sw::DRAW_INDEXEDPOINTLIST8; break;
case DRAW_LINELIST: drawType = sw::DRAW_INDEXEDLINELIST8; break;
case DRAW_LINESTRIP: drawType = sw::DRAW_INDEXEDLINESTRIP8; break;
case DRAW_LINELOOP: drawType = sw::DRAW_INDEXEDLINELOOP8; break;
case DRAW_TRIANGLELIST: drawType = sw::DRAW_INDEXEDTRIANGLELIST8; break;
case DRAW_TRIANGLESTRIP: drawType = sw::DRAW_INDEXEDTRIANGLESTRIP8; break;
case DRAW_TRIANGLEFAN: drawType = sw::DRAW_INDEXEDTRIANGLEFAN8; break;
default: UNREACHABLE(type);
}
}
else UNREACHABLE(indexSize);
draw(drawType, indexOffset, primitiveCount);
}
void Device::drawPrimitive(PrimitiveType primitiveType, unsigned int primitiveCount)
{
if(!bindResources() || !primitiveCount)
{
return;
}
setIndexBuffer(0);
DrawType drawType;
switch(primitiveType)
{
case DRAW_POINTLIST: drawType = sw::DRAW_POINTLIST; break;
case DRAW_LINELIST: drawType = sw::DRAW_LINELIST; break;
case DRAW_LINESTRIP: drawType = sw::DRAW_LINESTRIP; break;
case DRAW_LINELOOP: drawType = sw::DRAW_LINELOOP; break;
case DRAW_TRIANGLELIST: drawType = sw::DRAW_TRIANGLELIST; break;
case DRAW_TRIANGLESTRIP: drawType = sw::DRAW_TRIANGLESTRIP; break;
case DRAW_TRIANGLEFAN: drawType = sw::DRAW_TRIANGLEFAN; break;
case DRAW_QUADLIST: drawType = sw::DRAW_QUADLIST; break;
default: UNREACHABLE(primitiveType);
}
draw(drawType, 0, primitiveCount);
}
void Device::setDepthStencilSurface(Image *depthStencil)
{
if(this->depthStencil == depthStencil)
{
return;
}
if(depthStencil)
{
depthStencil->addRef();
}
if(this->depthStencil)
{
this->depthStencil->release();
}
this->depthStencil = depthStencil;
setDepthBuffer(depthStencil);
setStencilBuffer(depthStencil);
}
void Device::setPixelShader(PixelShader *pixelShader)
{
this->pixelShader = pixelShader;
pixelShaderDirty = true;
}
void Device::setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count)
{
for(unsigned int i = 0; i < count && startRegister + i < FRAGMENT_UNIFORM_VECTORS; i++)
{
pixelShaderConstantF[startRegister + i][0] = constantData[i * 4 + 0];
pixelShaderConstantF[startRegister + i][1] = constantData[i * 4 + 1];
pixelShaderConstantF[startRegister + i][2] = constantData[i * 4 + 2];
pixelShaderConstantF[startRegister + i][3] = constantData[i * 4 + 3];
}
pixelShaderConstantsFDirty = max(startRegister + count, pixelShaderConstantsFDirty);
pixelShaderDirty = true; // Reload DEF constants
}
void Device::setScissorEnable(bool enable)
{
scissorEnable = enable;
}
void Device::setRenderTarget(int index, Image *renderTarget)
{
if(renderTarget)
{
renderTarget->addRef();
}
if(this->renderTarget)
{
this->renderTarget->release();
}
this->renderTarget = renderTarget;
Renderer::setRenderTarget(index, renderTarget);
}
void Device::setScissorRect(const sw::Rect &rect)
{
scissorRect = rect;
}
void Device::setVertexShader(VertexShader *vertexShader)
{
this->vertexShader = vertexShader;
vertexShaderDirty = true;
}
void Device::setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count)
{
for(unsigned int i = 0; i < count && startRegister + i < VERTEX_UNIFORM_VECTORS; i++)
{
vertexShaderConstantF[startRegister + i][0] = constantData[i * 4 + 0];
vertexShaderConstantF[startRegister + i][1] = constantData[i * 4 + 1];
vertexShaderConstantF[startRegister + i][2] = constantData[i * 4 + 2];
vertexShaderConstantF[startRegister + i][3] = constantData[i * 4 + 3];
}
vertexShaderConstantsFDirty = max(startRegister + count, vertexShaderConstantsFDirty);
vertexShaderDirty = true; // Reload DEF constants
}
void Device::setViewport(const Viewport &viewport)
{
this->viewport = viewport;
}
bool Device::stretchRect(Image *source, const sw::SliceRect *sourceRect, Image *dest, const sw::SliceRect *destRect, bool filter)
{
if(!source || !dest || !validRectangle(sourceRect, source) || !validRectangle(destRect, dest))
{
ERR("Invalid parameters");
return false;
}
int sWidth = source->getWidth();
int sHeight = source->getHeight();
int dWidth = dest->getWidth();
int dHeight = dest->getHeight();
SliceRect sRect;
SliceRect dRect;
if(sourceRect)
{
sRect = *sourceRect;
}
else
{
sRect.y0 = 0;
sRect.x0 = 0;
sRect.y1 = sHeight;
sRect.x1 = sWidth;
}
if(destRect)
{
dRect = *destRect;
}
else
{
dRect.y0 = 0;
dRect.x0 = 0;
dRect.y1 = dHeight;
dRect.x1 = dWidth;
}
bool scaling = (sRect.x1 - sRect.x0 != dRect.x1 - dRect.x0) || (sRect.y1 - sRect.y0 != dRect.y1 - dRect.y0);
bool equalFormats = source->getInternalFormat() == dest->getInternalFormat();
bool depthStencil = Image::isDepth(source->getInternalFormat()) || Image::isStencil(source->getInternalFormat());
bool alpha0xFF = false;
if((source->getInternalFormat() == FORMAT_A8R8G8B8 && dest->getInternalFormat() == FORMAT_X8R8G8B8) ||
(source->getInternalFormat() == FORMAT_X8R8G8B8 && dest->getInternalFormat() == FORMAT_A8R8G8B8))
{
equalFormats = true;
alpha0xFF = true;
}
if(depthStencil) // Copy entirely, internally // FIXME: Check
{
if(source->hasDepth())
{
sw::byte *sourceBuffer = (sw::byte*)source->lockInternal(0, 0, sRect.slice, LOCK_READONLY, PUBLIC);
sw::byte *destBuffer = (sw::byte*)dest->lockInternal(0, 0, dRect.slice, LOCK_DISCARD, PUBLIC);
unsigned int width = source->getWidth();
unsigned int height = source->getHeight();
unsigned int pitch = source->getInternalPitchB();
for(unsigned int y = 0; y < height; y++)
{
memcpy(destBuffer, sourceBuffer, pitch); // FIXME: Only copy width * bytes
sourceBuffer += pitch;
destBuffer += pitch;
}
source->unlockInternal();
dest->unlockInternal();
}
if(source->hasStencil())
{
sw::byte *sourceBuffer = (sw::byte*)source->lockStencil(0, 0, 0, PUBLIC);
sw::byte *destBuffer = (sw::byte*)dest->lockStencil(0, 0, 0, PUBLIC);
unsigned int width = source->getWidth();
unsigned int height = source->getHeight();
unsigned int pitch = source->getStencilPitchB();
for(unsigned int y = 0; y < height; y++)
{
memcpy(destBuffer, sourceBuffer, pitch); // FIXME: Only copy width * bytes
sourceBuffer += pitch;
destBuffer += pitch;
}
source->unlockStencil();
dest->unlockStencil();
}
}
else if(!scaling && equalFormats)
{
unsigned char *sourceBytes = (unsigned char*)source->lockInternal(sRect.x0, sRect.y0, sRect.slice, LOCK_READONLY, PUBLIC);
unsigned char *destBytes = (unsigned char*)dest->lockInternal(dRect.x0, dRect.y0, dRect.slice, LOCK_READWRITE, PUBLIC);
unsigned int sourcePitch = source->getInternalPitchB();
unsigned int destPitch = dest->getInternalPitchB();
unsigned int width = dRect.x1 - dRect.x0;
unsigned int height = dRect.y1 - dRect.y0;
unsigned int bytes = width * Image::bytes(source->getInternalFormat());
for(unsigned int y = 0; y < height; y++)
{
memcpy(destBytes, sourceBytes, bytes);
if(alpha0xFF)
{
for(unsigned int x = 0; x < width; x++)
{
destBytes[4 * x + 3] = 0xFF;
}
}
sourceBytes += sourcePitch;
destBytes += destPitch;
}
source->unlockInternal();
dest->unlockInternal();
}
else
{
sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
blit(source, sRectF, dest, dRect, scaling && filter);
}
return true;
}
bool Device::bindResources()
{
if(!bindViewport())
{
return false; // Zero-area target region
}
bindShaderConstants();
return true;
}
void Device::bindShaderConstants()
{
if(pixelShaderDirty)
{
if(pixelShader)
{
if(pixelShaderConstantsFDirty)
{
Renderer::setPixelShaderConstantF(0, pixelShaderConstantF[0], pixelShaderConstantsFDirty);
}
Renderer::setPixelShader(pixelShader); // Loads shader constants set with DEF
pixelShaderConstantsFDirty = pixelShader->dirtyConstantsF; // Shader DEF'ed constants are dirty
}
else
{
setPixelShader(0);
}
pixelShaderDirty = false;
}
if(vertexShaderDirty)
{
if(vertexShader)
{
if(vertexShaderConstantsFDirty)
{
Renderer::setVertexShaderConstantF(0, vertexShaderConstantF[0], vertexShaderConstantsFDirty);
}
Renderer::setVertexShader(vertexShader); // Loads shader constants set with DEF
vertexShaderConstantsFDirty = vertexShader->dirtyConstantsF; // Shader DEF'ed constants are dirty
}
else
{
setVertexShader(0);
}
vertexShaderDirty = false;
}
}
bool Device::bindViewport()
{
if(viewport.width <= 0 || viewport.height <= 0)
{
return false;
}
if(scissorEnable)
{
if(scissorRect.x0 >= scissorRect.x1 || scissorRect.y0 >= scissorRect.y1)
{
return false;
}
sw::Rect scissor;
scissor.x0 = scissorRect.x0;
scissor.x1 = scissorRect.x1;
scissor.y0 = scissorRect.y0;
scissor.y1 = scissorRect.y1;
setScissor(scissor);
}
else
{
sw::Rect scissor;
scissor.x0 = viewport.x0;
scissor.x1 = viewport.x0 + viewport.width;
scissor.y0 = viewport.y0;
scissor.y1 = viewport.y0 + viewport.height;
if(renderTarget)
{
scissor.x0 = max(scissor.x0, 0);
scissor.x1 = min(scissor.x1, renderTarget->getWidth());
scissor.y0 = max(scissor.y0, 0);
scissor.y1 = min(scissor.y1, renderTarget->getHeight());
}
if(depthStencil)
{
scissor.x0 = max(scissor.x0, 0);
scissor.x1 = min(scissor.x1, depthStencil->getWidth());
scissor.y0 = max(scissor.y0, 0);
scissor.y1 = min(scissor.y1, depthStencil->getHeight());
}
setScissor(scissor);
}
sw::Viewport view;
view.x0 = (float)viewport.x0;
view.y0 = (float)viewport.y0;
view.width = (float)viewport.width;
view.height = (float)viewport.height;
view.minZ = viewport.minZ;
view.maxZ = viewport.maxZ;
Renderer::setViewport(view);
return true;
}
bool Device::validRectangle(const sw::Rect *rect, Image *surface)
{
if(!rect)
{
return true;
}
if(rect->x1 <= rect->x0 || rect->y1 <= rect->y0)
{
return false;
}
if(rect->x0 < 0 || rect->y0 < 0)
{
return false;
}
if(rect->x1 > (int)surface->getWidth() || rect->y1 > (int)surface->getHeight())
{
return false;
}
return true;
}
void Device::finish()
{
synchronize();
}
}