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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 "VertexProcessor.hpp"
#include "Pipeline/Constants.hpp"
#include "Pipeline/VertexProgram.hpp"
#include "System/Debug.hpp"
#include "System/Math.hpp"
#include "Vulkan/VkPipelineLayout.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()
{
setRoutineCacheSize(1024);
}
void VertexProcessor::setRoutineCacheSize(int cacheSize)
{
routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536));
}
const VertexProcessor::State VertexProcessor::update(const sw::Context *context)
{
State state;
state.shaderID = context->vertexShader->getSerialID();
state.pipelineLayoutIdentifier = context->pipelineLayout->identifier;
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->lookup(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