| // 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/Constants.hpp" |
| #include "Pipeline/VertexProgram.hpp" |
| #include "System/Debug.hpp" |
| #include "System/Math.hpp" |
| |
| #include <cstring> |
| |
| namespace sw { |
| |
| void VertexCache::clear() |
| { |
| for(uint32_t i = 0; i < SIZE; i++) |
| { |
| tag[i] = 0xFFFFFFFF; |
| } |
| } |
| |
| uint32_t VertexProcessor::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 VertexProcessor::State::operator==(const State &state) const |
| { |
| if(hash != state.hash) |
| { |
| return false; |
| } |
| |
| return *static_cast<const States *>(this) == static_cast<const States &>(state); |
| } |
| |
| VertexProcessor::VertexProcessor() |
| { |
| routineCache = nullptr; |
| setRoutineCacheSize(1024); |
| } |
| |
| VertexProcessor::~VertexProcessor() |
| { |
| delete routineCache; |
| routineCache = nullptr; |
| } |
| |
| void VertexProcessor::setRoutineCacheSize(int cacheSize) |
| { |
| delete routineCache; |
| routineCache = new RoutineCacheType(clamp(cacheSize, 1, 65536)); |
| } |
| |
| const VertexProcessor::State VertexProcessor::update(const sw::Context *context) |
| { |
| State state; |
| |
| state.shaderID = context->vertexShader->getSerialID(); |
| state.robustBufferAccess = context->robustBufferAccess; |
| state.isPoint = context->topology == VK_PRIMITIVE_TOPOLOGY_POINT_LIST; |
| |
| for(int i = 0; i < MAX_INTERFACE_COMPONENTS / 4; i++) |
| { |
| state.input[i].format = context->input[i].format; |
| // 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; |
| } |
| |
| VertexProcessor::RoutineType VertexProcessor::routine(const State &state, |
| vk::PipelineLayout const *pipelineLayout, |
| SpirvShader const *vertexShader, |
| const vk::DescriptorSet::Bindings &descriptorSets) |
| { |
| auto routine = routineCache->query(state); |
| |
| if(!routine) // Create one |
| { |
| VertexRoutine *generator = new VertexProgram(state, pipelineLayout, vertexShader, descriptorSets); |
| generator->generate(); |
| routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); |
| delete generator; |
| |
| routineCache->add(state, routine); |
| } |
| |
| return routine; |
| } |
| |
| } // namespace sw |