| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2012 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // language by any means, or disclosed to third parties without the explicit written | |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
| // or implied, including but not limited to any patent rights, are granted to you. | |
| // | |
| #include "SetupProcessor.hpp" | |
| #include "SetupRoutine.hpp" | |
| #include "Primitive.hpp" | |
| #include "Polygon.hpp" | |
| #include "Context.hpp" | |
| #include "Renderer.hpp" | |
| #include "Constants.hpp" | |
| #include "Debug.hpp" | |
| namespace sw | |
| { | |
| extern bool complementaryDepthBuffer; | |
| extern bool fullPixelPositionRegister; | |
| bool precacheSetup = false; | |
| unsigned int SetupProcessor::States::computeHash() | |
| { | |
| unsigned int *state = (unsigned int*)this; | |
| unsigned int hash = 0; | |
| for(int i = 0; i < sizeof(States) / 4; i++) | |
| { | |
| hash ^= state[i]; | |
| } | |
| return hash; | |
| } | |
| SetupProcessor::State::State(int i) | |
| { | |
| memset(this, 0, sizeof(State)); | |
| } | |
| bool SetupProcessor::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; | |
| } | |
| SetupProcessor::SetupProcessor(Context *context) : context(context) | |
| { | |
| routineCache = 0; | |
| setRoutineCacheSize(1024); | |
| } | |
| SetupProcessor::~SetupProcessor() | |
| { | |
| delete routineCache; | |
| routineCache = 0; | |
| } | |
| SetupProcessor::State SetupProcessor::update() const | |
| { | |
| State state; | |
| bool vPosZW = (context->pixelShader && context->pixelShader->vPosDeclared && fullPixelPositionRegister); | |
| state.isDrawPoint = context->isDrawPoint(true); | |
| state.isDrawLine = context->isDrawLine(true); | |
| state.isDrawTriangle = context->isDrawTriangle(false); | |
| state.isDrawSolidTriangle = context->isDrawTriangle(true); | |
| state.interpolateZ = context->depthBufferActive() || context->pixelFogActive() != FOG_NONE || vPosZW; | |
| state.interpolateW = context->perspectiveActive() || vPosZW; | |
| state.perspective = context->perspectiveActive(); | |
| state.pointSprite = context->pointSpriteActive(); | |
| state.cullMode = context->cullMode; | |
| state.twoSidedStencil = context->stencilActive() && context->twoSidedStencil; | |
| state.slopeDepthBias = slopeDepthBias != 0.0f; | |
| state.vFace = context->pixelShader && context->pixelShader->vFaceDeclared; | |
| state.positionRegister = Pos; | |
| state.pointSizeRegister = 0xF; // No vertex point size | |
| state.multiSample = context->getMultiSampleCount(); | |
| if(context->vertexShader) | |
| { | |
| state.positionRegister = context->vertexShader->positionRegister; | |
| state.pointSizeRegister = context->vertexShader->pointSizeRegister; | |
| } | |
| else if(context->pointSizeActive()) | |
| { | |
| state.pointSizeRegister = Pts; | |
| } | |
| for(int interpolant = 0; interpolant < 10; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| state.gradient[interpolant][component].attribute = Unused; | |
| state.gradient[interpolant][component].flat = false; | |
| state.gradient[interpolant][component].wrap = false; | |
| } | |
| } | |
| state.fog.attribute = Unused; | |
| state.fog.flat = false; | |
| state.fog.wrap = false; | |
| const bool point = context->isDrawPoint(true); | |
| const bool sprite = context->pointSpriteActive(); | |
| const bool flatShading = (context->shadingMode == SHADING_FLAT) || point; | |
| if(context->vertexShader && context->pixelShader) | |
| { | |
| for(int interpolant = 0; interpolant < 10; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| int project = context->isProjectionComponent(interpolant - 2, component) ? 1 : 0; | |
| if(context->pixelShader->semantic[interpolant][component - project].active()) | |
| { | |
| int input = interpolant; | |
| for(int i = 0; i < 12; i++) | |
| { | |
| if(context->pixelShader->semantic[interpolant][component - project] == context->vertexShader->output[i][component - project]) | |
| { | |
| input = i; | |
| break; | |
| } | |
| } | |
| bool flat = point; | |
| switch(context->pixelShader->semantic[interpolant][component - project].usage) | |
| { | |
| case Shader::USAGE_TEXCOORD: flat = point && !sprite; break; | |
| case Shader::USAGE_COLOR: flat = flatShading; break; | |
| } | |
| state.gradient[interpolant][component].attribute = input; | |
| state.gradient[interpolant][component].flat = flat; | |
| } | |
| } | |
| } | |
| } | |
| else if(context->preTransformed && context->pixelShader) | |
| { | |
| for(int interpolant = 0; interpolant < 10; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| int index = context->pixelShader->semantic[interpolant][component].index; | |
| switch(context->pixelShader->semantic[interpolant][component].usage) | |
| { | |
| case 0xFF: | |
| break; | |
| case Shader::USAGE_TEXCOORD: | |
| state.gradient[interpolant][component].attribute = T0 + index; | |
| state.gradient[interpolant][component].flat = point && !sprite; | |
| break; | |
| case Shader::USAGE_COLOR: | |
| state.gradient[interpolant][component].attribute = D0 + index; | |
| state.gradient[interpolant][component].flat = flatShading; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| } | |
| else if(context->pixelShaderVersion() < 0x0300) | |
| { | |
| for(int coordinate = 0; coordinate < 8; coordinate++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| if(context->textureActive(coordinate, component)) | |
| { | |
| state.texture[coordinate][component].attribute = T0 + coordinate; | |
| state.texture[coordinate][component].flat = point && !sprite; | |
| state.texture[coordinate][component].wrap = (context->textureWrap[coordinate] & (1 << component)) != 0; | |
| } | |
| } | |
| } | |
| for(int color = 0; color < 2; color++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| if(context->colorActive(color, component)) | |
| { | |
| state.color[color][component].attribute = D0 + color; | |
| state.color[color][component].flat = flatShading; | |
| } | |
| } | |
| } | |
| } | |
| else ASSERT(false); | |
| if(context->fogActive()) | |
| { | |
| state.fog.attribute = Fog; | |
| state.fog.flat = point; | |
| } | |
| state.hash = state.computeHash(); | |
| return state; | |
| } | |
| Routine *SetupProcessor::routine(const State &state) | |
| { | |
| Routine *routine = routineCache->query(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) | |
| { | |
| delete routineCache; | |
| routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536), precacheSetup ? "sw-setup" : 0); | |
| } | |
| } |