blob: 073b40eb4728885f49b5169b0a2187593a84dddf [file] [log] [blame]
// 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/PixelProgram.hpp"
#include "Pipeline/Constants.hpp"
#include "Vulkan/VkDebug.hpp"
#include "Vulkan/VkImageView.hpp"
#include <string.h>
namespace sw
{
extern TransparencyAntialiasing transparencyAntialiasing;
extern bool perspectiveCorrection;
bool precachePixel = false;
unsigned int PixelProcessor::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;
}
PixelProcessor::State::State()
{
memset(this, 0, sizeof(State));
}
bool PixelProcessor::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;
}
PixelProcessor::PixelProcessor(Context *context) : context(context)
{
routineCache = nullptr;
setRoutineCacheSize(1024);
}
PixelProcessor::~PixelProcessor()
{
delete routineCache;
routineCache = nullptr;
}
void PixelProcessor::setRenderTarget(int index, vk::ImageView* renderTarget)
{
context->renderTarget[index] = renderTarget;
}
void PixelProcessor::setDepthBuffer(vk::ImageView *depthBuffer)
{
context->depthBuffer = depthBuffer;
}
void PixelProcessor::setStencilBuffer(vk::ImageView *stencilBuffer)
{
context->stencilBuffer = stencilBuffer;
}
void PixelProcessor::setDepthBufferEnable(bool depthBufferEnable)
{
context->setDepthBufferEnable(depthBufferEnable);
}
void PixelProcessor::setDepthCompare(VkCompareOp depthCompareMode)
{
context->depthCompareMode = depthCompareMode;
}
void PixelProcessor::setDepthWriteEnable(bool depthWriteEnable)
{
context->depthWriteEnable = depthWriteEnable;
}
void PixelProcessor::setCullMode(CullMode cullMode, bool frontFacingCCW)
{
context->cullMode = cullMode;
context->frontFacingCCW = frontFacingCCW;
}
void PixelProcessor::setColorWriteMask(int index, int rgbaMask)
{
context->setColorWriteMask(index, rgbaMask);
}
void PixelProcessor::setBlendConstant(const Color<float> &blendConstant)
{
// FIXME: Compact into generic function // FIXME: Clamp
short blendConstantR = iround(65535 * blendConstant.r);
short blendConstantG = iround(65535 * blendConstant.g);
short blendConstantB = iround(65535 * blendConstant.b);
short blendConstantA = iround(65535 * blendConstant.a);
factor.blendConstant4W[0][0] = blendConstantR;
factor.blendConstant4W[0][1] = blendConstantR;
factor.blendConstant4W[0][2] = blendConstantR;
factor.blendConstant4W[0][3] = blendConstantR;
factor.blendConstant4W[1][0] = blendConstantG;
factor.blendConstant4W[1][1] = blendConstantG;
factor.blendConstant4W[1][2] = blendConstantG;
factor.blendConstant4W[1][3] = blendConstantG;
factor.blendConstant4W[2][0] = blendConstantB;
factor.blendConstant4W[2][1] = blendConstantB;
factor.blendConstant4W[2][2] = blendConstantB;
factor.blendConstant4W[2][3] = blendConstantB;
factor.blendConstant4W[3][0] = blendConstantA;
factor.blendConstant4W[3][1] = blendConstantA;
factor.blendConstant4W[3][2] = blendConstantA;
factor.blendConstant4W[3][3] = blendConstantA;
// FIXME: Compact into generic function // FIXME: Clamp
short invBlendConstantR = iround(65535 * (1 - blendConstant.r));
short invBlendConstantG = iround(65535 * (1 - blendConstant.g));
short invBlendConstantB = iround(65535 * (1 - blendConstant.b));
short invBlendConstantA = iround(65535 * (1 - blendConstant.a));
factor.invBlendConstant4W[0][0] = invBlendConstantR;
factor.invBlendConstant4W[0][1] = invBlendConstantR;
factor.invBlendConstant4W[0][2] = invBlendConstantR;
factor.invBlendConstant4W[0][3] = invBlendConstantR;
factor.invBlendConstant4W[1][0] = invBlendConstantG;
factor.invBlendConstant4W[1][1] = invBlendConstantG;
factor.invBlendConstant4W[1][2] = invBlendConstantG;
factor.invBlendConstant4W[1][3] = invBlendConstantG;
factor.invBlendConstant4W[2][0] = invBlendConstantB;
factor.invBlendConstant4W[2][1] = invBlendConstantB;
factor.invBlendConstant4W[2][2] = invBlendConstantB;
factor.invBlendConstant4W[2][3] = invBlendConstantB;
factor.invBlendConstant4W[3][0] = invBlendConstantA;
factor.invBlendConstant4W[3][1] = invBlendConstantA;
factor.invBlendConstant4W[3][2] = invBlendConstantA;
factor.invBlendConstant4W[3][3] = invBlendConstantA;
factor.blendConstant4F[0][0] = blendConstant.r;
factor.blendConstant4F[0][1] = blendConstant.r;
factor.blendConstant4F[0][2] = blendConstant.r;
factor.blendConstant4F[0][3] = blendConstant.r;
factor.blendConstant4F[1][0] = blendConstant.g;
factor.blendConstant4F[1][1] = blendConstant.g;
factor.blendConstant4F[1][2] = blendConstant.g;
factor.blendConstant4F[1][3] = blendConstant.g;
factor.blendConstant4F[2][0] = blendConstant.b;
factor.blendConstant4F[2][1] = blendConstant.b;
factor.blendConstant4F[2][2] = blendConstant.b;
factor.blendConstant4F[2][3] = blendConstant.b;
factor.blendConstant4F[3][0] = blendConstant.a;
factor.blendConstant4F[3][1] = blendConstant.a;
factor.blendConstant4F[3][2] = blendConstant.a;
factor.blendConstant4F[3][3] = blendConstant.a;
factor.invBlendConstant4F[0][0] = 1 - blendConstant.r;
factor.invBlendConstant4F[0][1] = 1 - blendConstant.r;
factor.invBlendConstant4F[0][2] = 1 - blendConstant.r;
factor.invBlendConstant4F[0][3] = 1 - blendConstant.r;
factor.invBlendConstant4F[1][0] = 1 - blendConstant.g;
factor.invBlendConstant4F[1][1] = 1 - blendConstant.g;
factor.invBlendConstant4F[1][2] = 1 - blendConstant.g;
factor.invBlendConstant4F[1][3] = 1 - blendConstant.g;
factor.invBlendConstant4F[2][0] = 1 - blendConstant.b;
factor.invBlendConstant4F[2][1] = 1 - blendConstant.b;
factor.invBlendConstant4F[2][2] = 1 - blendConstant.b;
factor.invBlendConstant4F[2][3] = 1 - blendConstant.b;
factor.invBlendConstant4F[3][0] = 1 - blendConstant.a;
factor.invBlendConstant4F[3][1] = 1 - blendConstant.a;
factor.invBlendConstant4F[3][2] = 1 - blendConstant.a;
factor.invBlendConstant4F[3][3] = 1 - blendConstant.a;
}
void PixelProcessor::setAlphaBlendEnable(bool alphaBlendEnable)
{
context->setAlphaBlendEnable(alphaBlendEnable);
}
void PixelProcessor::setSourceBlendFactor(VkBlendFactor sourceBlendFactor)
{
context->setSourceBlendFactor(sourceBlendFactor);
}
void PixelProcessor::setDestBlendFactor(VkBlendFactor destBlendFactor)
{
context->setDestBlendFactor(destBlendFactor);
}
void PixelProcessor::setBlendOperation(VkBlendOp blendOperation)
{
context->setBlendOperation(blendOperation);
}
void PixelProcessor::setSeparateAlphaBlendEnable(bool separateAlphaBlendEnable)
{
context->setSeparateAlphaBlendEnable(separateAlphaBlendEnable);
}
void PixelProcessor::setSourceBlendFactorAlpha(VkBlendFactor sourceBlendFactorAlpha)
{
context->setSourceBlendFactorAlpha(sourceBlendFactorAlpha);
}
void PixelProcessor::setDestBlendFactorAlpha(VkBlendFactor destBlendFactorAlpha)
{
context->setDestBlendFactorAlpha(destBlendFactorAlpha);
}
void PixelProcessor::setBlendOperationAlpha(VkBlendOp blendOperationAlpha)
{
context->setBlendOperationAlpha(blendOperationAlpha);
}
void PixelProcessor::setPerspectiveCorrection(bool perspectiveEnable)
{
perspectiveCorrection = perspectiveEnable;
}
void PixelProcessor::setOcclusionEnabled(bool enable)
{
context->occlusionEnabled = enable;
}
void PixelProcessor::setRoutineCacheSize(int cacheSize)
{
delete routineCache;
routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536));
}
const PixelProcessor::State PixelProcessor::update() const
{
State state;
if(context->pixelShader)
{
state.shaderID = context->pixelShader->getSerialID();
}
else
{
state.shaderID = 0;
}
state.alphaToCoverage = context->alphaToCoverage;
state.depthWriteEnable = context->depthWriteActive();
if(context->stencilActive())
{
state.stencilActive = true;
state.twoSidedStencil = context->twoSidedStencil;
state.frontStencil = context->frontStencil;
state.backStencil = context->backStencil;
}
if(context->depthBufferActive())
{
state.depthTestActive = true;
state.depthCompareMode = context->depthCompareMode;
state.quadLayoutDepthBuffer = context->depthBuffer->getFormat().hasQuadLayout();
state.depthFormat = context->depthBuffer->getFormat();
}
state.occlusionEnabled = context->occlusionEnabled;
state.perspective = context->perspectiveActive();
state.depthClamp = (context->depthBias != 0.0f) || (context->slopeDepthBias != 0.0f);
if(context->alphaBlendActive())
{
state.alphaBlendActive = true;
state.sourceBlendFactor = context->sourceBlendFactor();
state.destBlendFactor = context->destBlendFactor();
state.blendOperation = context->blendOperation();
state.sourceBlendFactorAlpha = context->sourceBlendFactorAlpha();
state.destBlendFactorAlpha = context->destBlendFactorAlpha();
state.blendOperationAlpha = context->blendOperationAlpha();
}
for(int i = 0; i < RENDERTARGETS; i++)
{
state.colorWriteMask |= context->colorWriteActive(i) << (4 * i);
state.targetFormat[i] = context->renderTargetInternalFormat(i);
}
state.multiSample = static_cast<unsigned int>(context->sampleCount);
state.multiSampleMask = context->multiSampleMask;
if(state.multiSample > 1 && context->pixelShader)
{
state.centroid = context->pixelShader->getModes().NeedsCentroid;
}
state.frontFaceCCW = context->frontFacingCCW;
state.hash = state.computeHash();
return state;
}
Routine *PixelProcessor::routine(const State &state)
{
Routine *routine = routineCache->query(state);
if(!routine)
{
QuadRasterizer *generator = new PixelProgram(state, context->pipelineLayout, context->pixelShader, context->descriptorSets);
generator->generate();
routine = (*generator)("PixelRoutine_%0.8X", state.shaderID);
delete generator;
routineCache->add(state, routine);
}
return routine;
}
}