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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 "PixelProcessor.hpp"
#include "Primitive.hpp"
#include "Pipeline/PixelProgram.hpp"
#include "Pipeline/Constants.hpp"
#include "Vulkan/VkDebug.hpp"
#include "Vulkan/VkImageView.hpp"
#include <cstring>
namespace sw
{
uint32_t PixelProcessor::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 PixelProcessor::State::operator==(const State &state) const
{
if(hash != state.hash)
{
return false;
}
static_assert(is_memcmparable<State>::value, "Cannot memcmp State");
return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0;
}
PixelProcessor::PixelProcessor()
{
routineCache = nullptr;
setRoutineCacheSize(1024);
}
PixelProcessor::~PixelProcessor()
{
delete routineCache;
routineCache = nullptr;
}
void PixelProcessor::setBlendConstant(const Color<float> &blendConstant)
{
// FIXME: Compact into generic function // FIXME: Clamp
short blendConstantR = static_cast<short>(iround(65535 * blendConstant.r));
short blendConstantG = static_cast<short>(iround(65535 * blendConstant.g));
short blendConstantB = static_cast<short>(iround(65535 * blendConstant.b));
short blendConstantA = static_cast<short>(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 = static_cast<short>(iround(65535 * (1 - blendConstant.r)));
short invBlendConstantG = static_cast<short>(iround(65535 * (1 - blendConstant.g)));
short invBlendConstantB = static_cast<short>(iround(65535 * (1 - blendConstant.b)));
short invBlendConstantA = static_cast<short>(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::setRoutineCacheSize(int cacheSize)
{
delete routineCache;
routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536));
}
const PixelProcessor::State PixelProcessor::update(const Context* context) 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.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.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.frontFace = context->frontFace;
state.hash = state.computeHash();
return state;
}
std::shared_ptr<Routine> PixelProcessor::routine(const State &state,
vk::PipelineLayout const *pipelineLayout,
SpirvShader const *pixelShader,
const vk::DescriptorSet::Bindings &descriptorSets)
{
auto routine = routineCache->query(state);
if(!routine)
{
QuadRasterizer *generator = new PixelProgram(state, pipelineLayout, pixelShader, descriptorSets);
generator->generate();
routine = (*generator)("PixelRoutine_%0.8X", state.shaderID);
delete generator;
routineCache->add(state, routine);
}
return routine;
}
}