|  | // 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 "PixelProcessor.hpp" | 
|  |  | 
|  | #include "Primitive.hpp" | 
|  | #include "Pipeline/Constants.hpp" | 
|  | #include "Pipeline/PixelProgram.hpp" | 
|  | #include "System/Debug.hpp" | 
|  | #include "Vulkan/VkImageView.hpp" | 
|  | #include "Vulkan/VkPipelineLayout.hpp" | 
|  |  | 
|  | #include <cstring> | 
|  |  | 
|  | namespace sw { | 
|  |  | 
|  | uint32_t PixelProcessor::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 PixelProcessor::State::operator==(const State &state) const | 
|  | { | 
|  | if(hash != state.hash) | 
|  | { | 
|  | return false; | 
|  | } | 
|  |  | 
|  | return *static_cast<const States *>(this) == static_cast<const States &>(state); | 
|  | } | 
|  |  | 
|  | PixelProcessor::PixelProcessor() | 
|  | { | 
|  | setRoutineCacheSize(1024); | 
|  | } | 
|  |  | 
|  | void PixelProcessor::setBlendConstant(const float4 &blendConstant) | 
|  | { | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | factor.blendConstantF[i] = blendConstant[i]; | 
|  | factor.invBlendConstantF[i] = 1.0f - blendConstant[i]; | 
|  | factor.blendConstantU[i] = clamp(blendConstant[i], 0.0f, 1.0f); | 
|  | factor.invBlendConstantU[i] = 1.0f - clamp(blendConstant[i], 0.0f, 1.0f); | 
|  | factor.blendConstantS[i] = clamp(blendConstant[i], -1.0f, 1.0f); | 
|  | factor.invBlendConstantS[i] = 1.0f - clamp(blendConstant[i], -1.0f, 1.0f); | 
|  | } | 
|  | } | 
|  |  | 
|  | void PixelProcessor::setRoutineCacheSize(int cacheSize) | 
|  | { | 
|  | routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536)); | 
|  | } | 
|  |  | 
|  | const PixelProcessor::State PixelProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *fragmentShader, const sw::SpirvShader *vertexShader, const vk::Attachments &attachments, bool occlusionEnabled) const | 
|  | { | 
|  | const vk::VertexInputInterfaceState &vertexInputInterfaceState = pipelineState.getVertexInputInterfaceState(); | 
|  | const vk::PreRasterizationState &preRasterizationState = pipelineState.getPreRasterizationState(); | 
|  | const vk::FragmentState &fragmentState = pipelineState.getFragmentState(); | 
|  | const vk::FragmentOutputInterfaceState &fragmentOutputInterfaceState = pipelineState.getFragmentOutputInterfaceState(); | 
|  |  | 
|  | State state; | 
|  |  | 
|  | state.numClipDistances = vertexShader->getNumOutputClipDistances(); | 
|  | state.numCullDistances = vertexShader->getNumOutputCullDistances(); | 
|  |  | 
|  | if(fragmentShader) | 
|  | { | 
|  | state.shaderID = fragmentShader->getIdentifier(); | 
|  | state.pipelineLayoutIdentifier = fragmentState.getPipelineLayout()->identifier; | 
|  | state.robustBufferAccess = fragmentShader->getRobustBufferAccess(); | 
|  | } | 
|  | else | 
|  | { | 
|  | state.shaderID = 0; | 
|  | state.pipelineLayoutIdentifier = 0; | 
|  | state.robustBufferAccess = false; | 
|  | } | 
|  |  | 
|  | state.alphaToCoverage = fragmentOutputInterfaceState.hasAlphaToCoverage(); | 
|  | state.depthWriteEnable = fragmentState.depthWriteActive(attachments); | 
|  |  | 
|  | if(fragmentState.stencilActive(attachments)) | 
|  | { | 
|  | state.stencilActive = true; | 
|  | state.frontStencil = fragmentState.getFrontStencil(); | 
|  | state.backStencil = fragmentState.getBackStencil(); | 
|  | } | 
|  |  | 
|  | state.depthFormat = attachments.depthFormat(); | 
|  | state.depthBoundsTestActive = fragmentState.depthBoundsTestActive(attachments); | 
|  | state.minDepthBounds = fragmentState.getMinDepthBounds(); | 
|  | state.maxDepthBounds = fragmentState.getMaxDepthBounds(); | 
|  |  | 
|  | if(fragmentState.depthTestActive(attachments)) | 
|  | { | 
|  | state.depthTestActive = true; | 
|  | state.depthCompareMode = fragmentState.getDepthCompareMode(); | 
|  |  | 
|  | state.depthBias = preRasterizationState.getConstantDepthBias() != 0.0f || preRasterizationState.getSlopeDepthBias() != 0.0f; | 
|  |  | 
|  | bool pipelineDepthClamp = preRasterizationState.getDepthClampEnable(); | 
|  | // "For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by clamping after depth bias addition is performed. | 
|  | //  Unless the VK_EXT_depth_range_unrestricted extension is enabled, fragment depth values are clamped even when the depth buffer uses a floating-point representation." | 
|  | state.depthClamp = pipelineDepthClamp || !state.depthFormat.isFloatFormat() || !preRasterizationState.hasDepthRangeUnrestricted(); | 
|  |  | 
|  | if(pipelineDepthClamp) | 
|  | { | 
|  | const VkViewport viewport = preRasterizationState.getViewport(); | 
|  | state.minDepthClamp = min(viewport.minDepth, viewport.maxDepth); | 
|  | state.maxDepthClamp = max(viewport.minDepth, viewport.maxDepth); | 
|  | } | 
|  | else if(state.depthClamp) | 
|  | { | 
|  | state.minDepthClamp = 0.0f; | 
|  | state.maxDepthClamp = 1.0f; | 
|  | } | 
|  | } | 
|  |  | 
|  | state.occlusionEnabled = occlusionEnabled; | 
|  |  | 
|  | bool fragmentContainsDiscard = (fragmentShader && fragmentShader->getAnalysis().ContainsDiscard); | 
|  | for(int i = 0; i < MAX_COLOR_BUFFERS; i++) | 
|  | { | 
|  | state.colorWriteMask |= fragmentOutputInterfaceState.colorWriteActive(i, attachments) << (4 * i); | 
|  | state.colorFormat[i] = attachments.colorFormat(i); | 
|  | state.blendState[i] = fragmentOutputInterfaceState.getBlendState(i, attachments, fragmentContainsDiscard); | 
|  | } | 
|  |  | 
|  | const bool isBresenhamLine = vertexInputInterfaceState.isDrawLine(true, preRasterizationState.getPolygonMode()) && | 
|  | preRasterizationState.getLineRasterizationMode() == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT; | 
|  |  | 
|  | state.multiSampleCount = static_cast<unsigned int>(fragmentOutputInterfaceState.getSampleCount()); | 
|  | state.multiSampleMask = fragmentOutputInterfaceState.getMultiSampleMask(); | 
|  | state.enableMultiSampling = state.multiSampleCount > 1 && !isBresenhamLine; | 
|  |  | 
|  | // SampleId and SamplePosition require per-sample fragment shader invocations, so the Vulkan spec | 
|  | // requires turning on sample shading if either of them is present in the shader: | 
|  | // "If a fragment shader entry point's interface includes an input variable decorated with SampleId, | 
|  | //  Sample Shading is considered enabled with a minSampleShading value of 1.0." | 
|  | // "If a fragment shader entry point's interface includes an input variable decorated with SamplePosition, | 
|  | //  Sample Shading is considered enabled with a minSampleShading value of 1.0." | 
|  | bool shaderContainsSampleDecoration = fragmentShader && (fragmentShader->hasBuiltinInput(spv::BuiltInSampleId) || | 
|  | fragmentShader->hasBuiltinInput(spv::BuiltInSamplePosition)); | 
|  |  | 
|  | if(shaderContainsSampleDecoration) | 
|  | { | 
|  | state.sampleShadingEnabled = true; | 
|  | state.minSampleShading = 1.0f; | 
|  | } | 
|  | else | 
|  | { | 
|  | state.sampleShadingEnabled = fragmentOutputInterfaceState.hasSampleShadingEnabled(); | 
|  | state.minSampleShading = fragmentOutputInterfaceState.getMinSampleShading(); | 
|  | } | 
|  |  | 
|  | if(state.enableMultiSampling && fragmentShader) | 
|  | { | 
|  | state.centroid = fragmentShader->getAnalysis().NeedsCentroid; | 
|  | } | 
|  |  | 
|  | state.frontFace = preRasterizationState.getFrontFace(); | 
|  |  | 
|  | state.hash = state.computeHash(); | 
|  |  | 
|  | return state; | 
|  | } | 
|  |  | 
|  | PixelProcessor::RoutineType PixelProcessor::routine(const State &state, | 
|  | const vk::PipelineLayout *pipelineLayout, | 
|  | const SpirvShader *pixelShader, | 
|  | const vk::DescriptorSet::Bindings &descriptorSets) | 
|  | { | 
|  | auto routine = routineCache->lookup(state); | 
|  |  | 
|  | if(!routine) | 
|  | { | 
|  | QuadRasterizer *generator = new PixelProgram(state, pipelineLayout, pixelShader, descriptorSets); | 
|  | generator->generate(); | 
|  | routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); | 
|  | delete generator; | 
|  |  | 
|  | routineCache->add(state, routine); | 
|  | } | 
|  |  | 
|  | return routine; | 
|  | } | 
|  |  | 
|  | }  // namespace sw |