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// 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 "SetupProcessor.hpp"
#include "Primitive.hpp"
#include "Polygon.hpp"
#include "Context.hpp"
#include "Renderer.hpp"
#include "Pipeline/SetupRoutine.hpp"
#include "Pipeline/Constants.hpp"
#include "Vulkan/VkDebug.hpp"
#include "Pipeline/SpirvShader.hpp"
namespace sw
{
extern bool fullPixelPositionRegister;
bool precacheSetup = false;
unsigned int SetupProcessor::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;
}
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 = nullptr;
setRoutineCacheSize(1024);
}
SetupProcessor::~SetupProcessor()
{
delete routineCache;
routineCache = nullptr;
}
SetupProcessor::State SetupProcessor::update() const
{
State state;
bool vPosZW = (context->pixelShader && context->pixelShader->hasBuiltinInput(spv::BuiltInPosition));
state.isDrawPoint = context->isDrawPoint();
state.isDrawLine = context->isDrawLine();
state.isDrawTriangle = context->isDrawTriangle();
state.interpolateZ = context->depthBufferActive() || vPosZW;
state.interpolateW = context->perspectiveActive() || vPosZW;
state.perspective = context->perspectiveActive();
state.frontFacingCCW = context->frontFacingCCW;
state.cullMode = context->cullMode;
state.twoSidedStencil = context->stencilActive() && context->twoSidedStencil;
state.slopeDepthBias = context->slopeDepthBias != 0.0f;
state.vFace = context->pixelShader && context->pixelShader->hasBuiltinInput(spv::BuiltInFrontFacing);
state.multiSample = context->sampleCount;
state.rasterizerDiscard = context->rasterizerDiscard;
for (int interpolant = 0; interpolant < MAX_INTERFACE_COMPONENTS; interpolant++)
{
state.gradient[interpolant] = context->pixelShader->inputs[interpolant];
}
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));
}
}