| // 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 "VertexProcessor.hpp" |
| |
| #include "Pipeline/VertexProgram.hpp" |
| #include "Pipeline/Constants.hpp" |
| #include "System/Math.hpp" |
| #include "Vulkan/VkDebug.hpp" |
| |
| #include <string.h> |
| |
| namespace sw |
| { |
| bool precacheVertex = false; |
| |
| void VertexCache::clear() |
| { |
| for(int i = 0; i < 16; i++) |
| { |
| tag[i] = 0x80000000; |
| } |
| } |
| |
| unsigned int VertexProcessor::States::computeHash() |
| { |
| unsigned int *state = (unsigned int*)this; |
| unsigned int hash = 0; |
| |
| for(unsigned int i = 0; i < sizeof(States) / 4; i++) |
| { |
| hash ^= state[i]; |
| } |
| |
| return hash; |
| } |
| |
| VertexProcessor::State::State() |
| { |
| memset(this, 0, sizeof(State)); |
| } |
| |
| bool VertexProcessor::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; |
| } |
| |
| VertexProcessor::VertexProcessor(Context *context) : context(context) |
| { |
| routineCache = nullptr; |
| setRoutineCacheSize(1024); |
| } |
| |
| VertexProcessor::~VertexProcessor() |
| { |
| delete routineCache; |
| routineCache = nullptr; |
| } |
| |
| void VertexProcessor::setInputStream(int index, const Stream &stream) |
| { |
| context->input[index] = stream; |
| } |
| |
| void VertexProcessor::resetInputStreams() |
| { |
| for(int i = 0; i < MAX_VERTEX_INPUTS; i++) |
| { |
| context->input[i].defaults(); |
| } |
| } |
| |
| void VertexProcessor::setInstanceID(int instanceID) |
| { |
| context->instanceID = instanceID; |
| } |
| |
| void VertexProcessor::setRoutineCacheSize(int cacheSize) |
| { |
| delete routineCache; |
| routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536)); |
| } |
| |
| const VertexProcessor::State VertexProcessor::update(DrawType drawType) |
| { |
| State state; |
| |
| state.shaderID = context->vertexShader->getSerialID(); |
| |
| // Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback, |
| // which is an OpenGL ES 3.0 feature, and OpenGL ES 3.0 doesn't support quads as a primitive type. |
| DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF); |
| state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST); |
| |
| for(int i = 0; i < MAX_VERTEX_INPUTS; i++) |
| { |
| state.input[i].type = context->input[i].type; |
| state.input[i].count = context->input[i].count; |
| state.input[i].normalized = context->input[i].normalized; |
| // TODO: get rid of attribType -- just keep the VK format all the way through, this fully determines |
| // how to handle the attribute. |
| state.input[i].attribType = context->vertexShader->inputs[i*4].Type; |
| } |
| |
| state.hash = state.computeHash(); |
| |
| return state; |
| } |
| |
| Routine *VertexProcessor::routine(const State &state) |
| { |
| Routine *routine = routineCache->query(state); |
| |
| if(!routine) // Create one |
| { |
| VertexRoutine *generator = new VertexProgram(state, context->pipelineLayout, context->vertexShader); |
| generator->generate(); |
| routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); |
| delete generator; |
| |
| routineCache->add(state, routine); |
| } |
| |
| return routine; |
| } |
| } |