|  | // 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 "Shader/VertexPipeline.hpp" | 
|  | #include "Shader/VertexProgram.hpp" | 
|  | #include "Shader/VertexShader.hpp" | 
|  | #include "Shader/PixelShader.hpp" | 
|  | #include "Shader/Constants.hpp" | 
|  | #include "Common/Math.hpp" | 
|  | #include "Common/Debug.hpp" | 
|  |  | 
|  | #include <string.h> | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | bool precacheVertex = false; | 
|  |  | 
|  | void VertexCache::clear() | 
|  | { | 
|  | for(int i = 0; i < 16; i++) | 
|  | { | 
|  | tag[i] = 0x80000000; | 
|  | } | 
|  | } | 
|  |  | 
|  | unsigned int VertexProcessor::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; | 
|  | } | 
|  |  | 
|  | VertexProcessor::State::State() | 
|  | { | 
|  | memset(this, 0, sizeof(State)); | 
|  | } | 
|  |  | 
|  | bool VertexProcessor::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; | 
|  | } | 
|  |  | 
|  | VertexProcessor::TransformFeedbackInfo::TransformFeedbackInfo() | 
|  | { | 
|  | buffer = nullptr; | 
|  | offset = 0; | 
|  | reg = 0; | 
|  | row = 0; | 
|  | col = 0; | 
|  | stride = 0; | 
|  | } | 
|  |  | 
|  | VertexProcessor::UniformBufferInfo::UniformBufferInfo() | 
|  | { | 
|  | buffer = nullptr; | 
|  | offset = 0; | 
|  | } | 
|  |  | 
|  | VertexProcessor::VertexProcessor(Context *context) : context(context) | 
|  | { | 
|  | for(int i = 0; i < 12; i++) | 
|  | { | 
|  | M[i] = 1; | 
|  | } | 
|  |  | 
|  | V = 1; | 
|  | B = 1; | 
|  | P = 0; | 
|  | PB = 0; | 
|  | PBV = 0; | 
|  |  | 
|  | for(int i = 0; i < 12; i++) | 
|  | { | 
|  | PBVM[i] = 0; | 
|  | } | 
|  |  | 
|  | setLightingEnable(true); | 
|  | setSpecularEnable(false); | 
|  |  | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | setLightEnable(i, false); | 
|  | setLightPosition(i, 0); | 
|  | } | 
|  |  | 
|  | updateMatrix = true; | 
|  | updateViewMatrix = true; | 
|  | updateBaseMatrix = true; | 
|  | updateProjectionMatrix = true; | 
|  | updateLighting = true; | 
|  |  | 
|  | for(int i = 0; i < 12; i++) | 
|  | { | 
|  | updateModelMatrix[i] = true; | 
|  | } | 
|  |  | 
|  | routineCache = 0; | 
|  | setRoutineCacheSize(1024); | 
|  | } | 
|  |  | 
|  | VertexProcessor::~VertexProcessor() | 
|  | { | 
|  | delete routineCache; | 
|  | routineCache = 0; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setInputStream(int index, const Stream &stream) | 
|  | { | 
|  | context->input[index] = stream; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::resetInputStreams(bool preTransformed) | 
|  | { | 
|  | for(int i = 0; i < MAX_VERTEX_INPUTS; i++) | 
|  | { | 
|  | context->input[i].defaults(); | 
|  | } | 
|  |  | 
|  | context->preTransformed = preTransformed; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setFloatConstant(unsigned int index, const float value[4]) | 
|  | { | 
|  | if(index < VERTEX_UNIFORM_VECTORS) | 
|  | { | 
|  | c[index][0] = value[0]; | 
|  | c[index][1] = value[1]; | 
|  | c[index][2] = value[2]; | 
|  | c[index][3] = value[3]; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setIntegerConstant(unsigned int index, const int integer[4]) | 
|  | { | 
|  | if(index < 16) | 
|  | { | 
|  | i[index][0] = integer[0]; | 
|  | i[index][1] = integer[1]; | 
|  | i[index][2] = integer[2]; | 
|  | i[index][3] = integer[3]; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setBooleanConstant(unsigned int index, int boolean) | 
|  | { | 
|  | if(index < 16) | 
|  | { | 
|  | b[index] = boolean != 0; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset) | 
|  | { | 
|  | uniformBufferInfo[index].buffer = buffer; | 
|  | uniformBufferInfo[index].offset = offset; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]) | 
|  | { | 
|  | for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i) | 
|  | { | 
|  | u[i] = uniformBufferInfo[i].buffer ? static_cast<byte*>(uniformBufferInfo[i].buffer->lock(PUBLIC, PRIVATE)) + uniformBufferInfo[i].offset : nullptr; | 
|  | uniformBuffers[i] = uniformBufferInfo[i].buffer; | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTransformFeedbackBuffer(int index, sw::Resource* buffer, int offset, unsigned int reg, unsigned int row, unsigned int col, unsigned int stride) | 
|  | { | 
|  | transformFeedbackInfo[index].buffer = buffer; | 
|  | transformFeedbackInfo[index].offset = offset; | 
|  | transformFeedbackInfo[index].reg = reg; | 
|  | transformFeedbackInfo[index].row = row; | 
|  | transformFeedbackInfo[index].col = col; | 
|  | transformFeedbackInfo[index].stride = stride; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]) | 
|  | { | 
|  | for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++i) | 
|  | { | 
|  | t[i] = transformFeedbackInfo[i].buffer ? static_cast<byte*>(transformFeedbackInfo[i].buffer->lock(PUBLIC, PRIVATE)) + transformFeedbackInfo[i].offset : nullptr; | 
|  | transformFeedbackBuffers[i] = transformFeedbackInfo[i].buffer; | 
|  | v[i] = transformFeedbackInfo[i].reg; | 
|  | r[i] = transformFeedbackInfo[i].row; | 
|  | c[i] = transformFeedbackInfo[i].col; | 
|  | s[i] = transformFeedbackInfo[i].stride; | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setModelMatrix(const Matrix &M, int i) | 
|  | { | 
|  | if(i < 12) | 
|  | { | 
|  | this->M[i] = M; | 
|  |  | 
|  | updateMatrix = true; | 
|  | updateModelMatrix[i] = true; | 
|  | updateLighting = true; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setViewMatrix(const Matrix &V) | 
|  | { | 
|  | this->V = V; | 
|  |  | 
|  | updateMatrix = true; | 
|  | updateViewMatrix = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setBaseMatrix(const Matrix &B) | 
|  | { | 
|  | this->B = B; | 
|  |  | 
|  | updateMatrix = true; | 
|  | updateBaseMatrix = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setProjectionMatrix(const Matrix &P) | 
|  | { | 
|  | this->P = P; | 
|  | context->wBasedFog = (P[3][0] != 0.0f) || (P[3][1] != 0.0f) || (P[3][2] != 0.0f) || (P[3][3] != 1.0f); | 
|  |  | 
|  | updateMatrix = true; | 
|  | updateProjectionMatrix = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightingEnable(bool lightingEnable) | 
|  | { | 
|  | context->setLightingEnable(lightingEnable); | 
|  |  | 
|  | updateLighting = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightEnable(unsigned int light, bool lightEnable) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | context->setLightEnable(light, lightEnable); | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | updateLighting = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSpecularEnable(bool specularEnable) | 
|  | { | 
|  | context->setSpecularEnable(specularEnable); | 
|  |  | 
|  | updateLighting = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightPosition(unsigned int light, const Point &lightPosition) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | context->setLightPosition(light, lightPosition); | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | updateLighting = true; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | ff.lightDiffuse[light][0] = lightDiffuse.r; | 
|  | ff.lightDiffuse[light][1] = lightDiffuse.g; | 
|  | ff.lightDiffuse[light][2] = lightDiffuse.b; | 
|  | ff.lightDiffuse[light][3] = lightDiffuse.a; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightSpecular(unsigned int light, const Color<float> &lightSpecular) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | ff.lightSpecular[light][0] = lightSpecular.r; | 
|  | ff.lightSpecular[light][1] = lightSpecular.g; | 
|  | ff.lightSpecular[light][2] = lightSpecular.b; | 
|  | ff.lightSpecular[light][3] = lightSpecular.a; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightAmbient(unsigned int light, const Color<float> &lightAmbient) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | ff.lightAmbient[light][0] = lightAmbient.r; | 
|  | ff.lightAmbient[light][1] = lightAmbient.g; | 
|  | ff.lightAmbient[light][2] = lightAmbient.b; | 
|  | ff.lightAmbient[light][3] = lightAmbient.a; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightAttenuation(unsigned int light, float constant, float linear, float quadratic) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | ff.attenuationConstant[light] = replicate(constant); | 
|  | ff.attenuationLinear[light] = replicate(linear); | 
|  | ff.attenuationQuadratic[light] = replicate(quadratic); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightRange(unsigned int light, float lightRange) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | ff.lightRange[light] = lightRange; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setFogEnable(bool fogEnable) | 
|  | { | 
|  | context->fogEnable = fogEnable; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setVertexFogMode(FogMode fogMode) | 
|  | { | 
|  | context->vertexFogMode = fogMode; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setInstanceID(int instanceID) | 
|  | { | 
|  | context->instanceID = instanceID; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setColorVertexEnable(bool colorVertexEnable) | 
|  | { | 
|  | context->setColorVertexEnable(colorVertexEnable); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setDiffuseMaterialSource(MaterialSource diffuseMaterialSource) | 
|  | { | 
|  | context->setDiffuseMaterialSource(diffuseMaterialSource); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSpecularMaterialSource(MaterialSource specularMaterialSource) | 
|  | { | 
|  | context->setSpecularMaterialSource(specularMaterialSource); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setAmbientMaterialSource(MaterialSource ambientMaterialSource) | 
|  | { | 
|  | context->setAmbientMaterialSource(ambientMaterialSource); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setEmissiveMaterialSource(MaterialSource emissiveMaterialSource) | 
|  | { | 
|  | context->setEmissiveMaterialSource(emissiveMaterialSource); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setGlobalAmbient(const Color<float> &globalAmbient) | 
|  | { | 
|  | ff.globalAmbient[0] = globalAmbient.r; | 
|  | ff.globalAmbient[1] = globalAmbient.g; | 
|  | ff.globalAmbient[2] = globalAmbient.b; | 
|  | ff.globalAmbient[3] = globalAmbient.a; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaterialEmission(const Color<float> &emission) | 
|  | { | 
|  | ff.materialEmission[0] = emission.r; | 
|  | ff.materialEmission[1] = emission.g; | 
|  | ff.materialEmission[2] = emission.b; | 
|  | ff.materialEmission[3] = emission.a; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaterialAmbient(const Color<float> &materialAmbient) | 
|  | { | 
|  | ff.materialAmbient[0] = materialAmbient.r; | 
|  | ff.materialAmbient[1] = materialAmbient.g; | 
|  | ff.materialAmbient[2] = materialAmbient.b; | 
|  | ff.materialAmbient[3] = materialAmbient.a; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaterialDiffuse(const Color<float> &diffuseColor) | 
|  | { | 
|  | ff.materialDiffuse[0] = diffuseColor.r; | 
|  | ff.materialDiffuse[1] = diffuseColor.g; | 
|  | ff.materialDiffuse[2] = diffuseColor.b; | 
|  | ff.materialDiffuse[3] = diffuseColor.a; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaterialSpecular(const Color<float> &specularColor) | 
|  | { | 
|  | ff.materialSpecular[0] = specularColor.r; | 
|  | ff.materialSpecular[1] = specularColor.g; | 
|  | ff.materialSpecular[2] = specularColor.b; | 
|  | ff.materialSpecular[3] = specularColor.a; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaterialShininess(float specularPower) | 
|  | { | 
|  | ff.materialShininess = specularPower; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLightViewPosition(unsigned int light, const Point &P) | 
|  | { | 
|  | if(light < 8) | 
|  | { | 
|  | ff.lightPosition[light][0] = P.x; | 
|  | ff.lightPosition[light][1] = P.y; | 
|  | ff.lightPosition[light][2] = P.z; | 
|  | ff.lightPosition[light][3] = 1; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setRangeFogEnable(bool enable) | 
|  | { | 
|  | context->rangeFogEnable = enable; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setIndexedVertexBlendEnable(bool indexedVertexBlendEnable) | 
|  | { | 
|  | context->indexedVertexBlendEnable = indexedVertexBlendEnable; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount) | 
|  | { | 
|  | if(vertexBlendMatrixCount <= 4) | 
|  | { | 
|  | context->vertexBlendMatrixCount = vertexBlendMatrixCount; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTextureWrap(unsigned int stage, int mask) | 
|  | { | 
|  | if(stage < TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->textureWrap[stage] = mask; | 
|  | } | 
|  | else ASSERT(false); | 
|  |  | 
|  | context->textureWrapActive = false; | 
|  |  | 
|  | for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) | 
|  | { | 
|  | context->textureWrapActive |= (context->textureWrap[i] != 0x00); | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTexGen(unsigned int stage, TexGen texGen) | 
|  | { | 
|  | if(stage < 8) | 
|  | { | 
|  | context->texGen[stage] = texGen; | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setLocalViewer(bool localViewer) | 
|  | { | 
|  | context->localViewer = localViewer; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setNormalizeNormals(bool normalizeNormals) | 
|  | { | 
|  | context->normalizeNormals = normalizeNormals; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTextureMatrix(int stage, const Matrix &T) | 
|  | { | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | for(int j = 0; j < 4; j++) | 
|  | { | 
|  | ff.textureTransform[stage][i][j] = T[i][j]; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTextureTransform(int stage, int count, bool project) | 
|  | { | 
|  | context->textureTransformCount[stage] = count; | 
|  | context->textureTransformProject[stage] = project; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTextureFilter(unsigned int sampler, FilterType textureFilter) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setTextureFilter(textureFilter); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapFilter(mipmapFilter); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setGatherEnable(unsigned int sampler, bool enable) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setGatherEnable(enable); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setAddressingModeU(unsigned int sampler, AddressingMode addressMode) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeU(addressMode); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setAddressingModeV(unsigned int sampler, AddressingMode addressMode) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeV(addressMode); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setAddressingModeW(unsigned int sampler, AddressingMode addressMode) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeW(addressMode); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setReadSRGB(unsigned int sampler, bool sRGB) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setReadSRGB(sRGB); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMipmapLOD(unsigned int sampler, float bias) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapLOD(bias); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setBorderColor(unsigned int sampler, const Color<float> &borderColor) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBorderColor(borderColor); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaxAnisotropy(unsigned int sampler, float maxAnisotropy) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxAnisotropy(maxAnisotropy); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setHighPrecisionFiltering(unsigned int sampler, bool highPrecisionFiltering) | 
|  | { | 
|  | if(sampler < TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[sampler].setHighPrecisionFiltering(highPrecisionFiltering); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSwizzleR(unsigned int sampler, SwizzleType swizzleR) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleR(swizzleR); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSwizzleG(unsigned int sampler, SwizzleType swizzleG) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleG(swizzleG); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSwizzleB(unsigned int sampler, SwizzleType swizzleB) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleB(swizzleB); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSwizzleA(unsigned int sampler, SwizzleType swizzleA) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleA(swizzleA); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setCompareFunc(unsigned int sampler, CompareFunc compFunc) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setCompareFunc(compFunc); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setBaseLevel(unsigned int sampler, int baseLevel) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBaseLevel(baseLevel); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaxLevel(unsigned int sampler, int maxLevel) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxLevel(maxLevel); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMinLod(unsigned int sampler, float minLod) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMinLod(minLod); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setMaxLod(unsigned int sampler, float maxLod) | 
|  | { | 
|  | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxLod(maxLod); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setSyncRequired(unsigned int sampler, bool isSincRequired) | 
|  | { | 
|  | if(sampler < TEXTURE_IMAGE_UNITS) | 
|  | { | 
|  | context->sampler[sampler].setSyncRequired(isSincRequired); | 
|  | } | 
|  | else ASSERT(false); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setPointSize(float pointSize) | 
|  | { | 
|  | point.pointSize = replicate(pointSize); | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setPointSizeMin(float pointSizeMin) | 
|  | { | 
|  | point.pointSizeMin = pointSizeMin; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setPointSizeMax(float pointSizeMax) | 
|  | { | 
|  | point.pointSizeMax = pointSizeMax; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setPointScaleA(float pointScaleA) | 
|  | { | 
|  | point.pointScaleA = pointScaleA; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setPointScaleB(float pointScaleB) | 
|  | { | 
|  | point.pointScaleB = pointScaleB; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setPointScaleC(float pointScaleC) | 
|  | { | 
|  | point.pointScaleC = pointScaleC; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTransformFeedbackQueryEnabled(bool enable) | 
|  | { | 
|  | context->transformFeedbackQueryEnabled = enable; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::enableTransformFeedback(uint64_t enable) | 
|  | { | 
|  | context->transformFeedbackEnabled = enable; | 
|  | } | 
|  |  | 
|  | const Matrix &VertexProcessor::getModelTransform(int i) | 
|  | { | 
|  | updateTransform(); | 
|  | return PBVM[i]; | 
|  | } | 
|  |  | 
|  | const Matrix &VertexProcessor::getViewTransform() | 
|  | { | 
|  | updateTransform(); | 
|  | return PBV; | 
|  | } | 
|  |  | 
|  | bool VertexProcessor::isFixedFunction() | 
|  | { | 
|  | return !context->vertexShader; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setTransform(const Matrix &M, int i) | 
|  | { | 
|  | ff.transformT[i][0][0] = M[0][0]; | 
|  | ff.transformT[i][0][1] = M[1][0]; | 
|  | ff.transformT[i][0][2] = M[2][0]; | 
|  | ff.transformT[i][0][3] = M[3][0]; | 
|  |  | 
|  | ff.transformT[i][1][0] = M[0][1]; | 
|  | ff.transformT[i][1][1] = M[1][1]; | 
|  | ff.transformT[i][1][2] = M[2][1]; | 
|  | ff.transformT[i][1][3] = M[3][1]; | 
|  |  | 
|  | ff.transformT[i][2][0] = M[0][2]; | 
|  | ff.transformT[i][2][1] = M[1][2]; | 
|  | ff.transformT[i][2][2] = M[2][2]; | 
|  | ff.transformT[i][2][3] = M[3][2]; | 
|  |  | 
|  | ff.transformT[i][3][0] = M[0][3]; | 
|  | ff.transformT[i][3][1] = M[1][3]; | 
|  | ff.transformT[i][3][2] = M[2][3]; | 
|  | ff.transformT[i][3][3] = M[3][3]; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setCameraTransform(const Matrix &M, int i) | 
|  | { | 
|  | ff.cameraTransformT[i][0][0] = M[0][0]; | 
|  | ff.cameraTransformT[i][0][1] = M[1][0]; | 
|  | ff.cameraTransformT[i][0][2] = M[2][0]; | 
|  | ff.cameraTransformT[i][0][3] = M[3][0]; | 
|  |  | 
|  | ff.cameraTransformT[i][1][0] = M[0][1]; | 
|  | ff.cameraTransformT[i][1][1] = M[1][1]; | 
|  | ff.cameraTransformT[i][1][2] = M[2][1]; | 
|  | ff.cameraTransformT[i][1][3] = M[3][1]; | 
|  |  | 
|  | ff.cameraTransformT[i][2][0] = M[0][2]; | 
|  | ff.cameraTransformT[i][2][1] = M[1][2]; | 
|  | ff.cameraTransformT[i][2][2] = M[2][2]; | 
|  | ff.cameraTransformT[i][2][3] = M[3][2]; | 
|  |  | 
|  | ff.cameraTransformT[i][3][0] = M[0][3]; | 
|  | ff.cameraTransformT[i][3][1] = M[1][3]; | 
|  | ff.cameraTransformT[i][3][2] = M[2][3]; | 
|  | ff.cameraTransformT[i][3][3] = M[3][3]; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setNormalTransform(const Matrix &M, int i) | 
|  | { | 
|  | ff.normalTransformT[i][0][0] = M[0][0]; | 
|  | ff.normalTransformT[i][0][1] = M[1][0]; | 
|  | ff.normalTransformT[i][0][2] = M[2][0]; | 
|  | ff.normalTransformT[i][0][3] = M[3][0]; | 
|  |  | 
|  | ff.normalTransformT[i][1][0] = M[0][1]; | 
|  | ff.normalTransformT[i][1][1] = M[1][1]; | 
|  | ff.normalTransformT[i][1][2] = M[2][1]; | 
|  | ff.normalTransformT[i][1][3] = M[3][1]; | 
|  |  | 
|  | ff.normalTransformT[i][2][0] = M[0][2]; | 
|  | ff.normalTransformT[i][2][1] = M[1][2]; | 
|  | ff.normalTransformT[i][2][2] = M[2][2]; | 
|  | ff.normalTransformT[i][2][3] = M[3][2]; | 
|  |  | 
|  | ff.normalTransformT[i][3][0] = M[0][3]; | 
|  | ff.normalTransformT[i][3][1] = M[1][3]; | 
|  | ff.normalTransformT[i][3][2] = M[2][3]; | 
|  | ff.normalTransformT[i][3][3] = M[3][3]; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::updateTransform() | 
|  | { | 
|  | if(!updateMatrix) return; | 
|  |  | 
|  | int activeMatrices = context->indexedVertexBlendEnable ? 12 : max(context->vertexBlendMatrixCount, 1); | 
|  |  | 
|  | if(updateProjectionMatrix) | 
|  | { | 
|  | PB = P * B; | 
|  | PBV = PB * V; | 
|  |  | 
|  | for(int i = 0; i < activeMatrices; i++) | 
|  | { | 
|  | PBVM[i] = PBV * M[i]; | 
|  | updateModelMatrix[i] = false; | 
|  | } | 
|  |  | 
|  | updateProjectionMatrix = false; | 
|  | updateBaseMatrix = false; | 
|  | updateViewMatrix = false; | 
|  | } | 
|  |  | 
|  | if(updateBaseMatrix) | 
|  | { | 
|  | PB = P * B; | 
|  | PBV = PB * V; | 
|  |  | 
|  | for(int i = 0; i < activeMatrices; i++) | 
|  | { | 
|  | PBVM[i] = PBV * M[i]; | 
|  | updateModelMatrix[i] = false; | 
|  | } | 
|  |  | 
|  | updateBaseMatrix = false; | 
|  | updateViewMatrix = false; | 
|  | } | 
|  |  | 
|  | if(updateViewMatrix) | 
|  | { | 
|  | PBV = PB * V; | 
|  |  | 
|  | for(int i = 0; i < activeMatrices; i++) | 
|  | { | 
|  | PBVM[i] = PBV * M[i]; | 
|  | updateModelMatrix[i] = false; | 
|  | } | 
|  |  | 
|  | updateViewMatrix = false; | 
|  | } | 
|  |  | 
|  | for(int i = 0; i < activeMatrices; i++) | 
|  | { | 
|  | if(updateModelMatrix[i]) | 
|  | { | 
|  | PBVM[i] = PBV * M[i]; | 
|  | updateModelMatrix[i] = false; | 
|  | } | 
|  | } | 
|  |  | 
|  | for(int i = 0; i < activeMatrices; i++) | 
|  | { | 
|  | setTransform(PBVM[i], i); | 
|  | setCameraTransform(B * V * M[i], i); | 
|  | setNormalTransform(~!(B * V * M[i]), i); | 
|  | } | 
|  |  | 
|  | updateMatrix = false; | 
|  | } | 
|  |  | 
|  | void VertexProcessor::setRoutineCacheSize(int cacheSize) | 
|  | { | 
|  | delete routineCache; | 
|  | routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536)); | 
|  | } | 
|  |  | 
|  | const VertexProcessor::State VertexProcessor::update(DrawType drawType) | 
|  | { | 
|  | if(isFixedFunction()) | 
|  | { | 
|  | updateTransform(); | 
|  |  | 
|  | if(updateLighting) | 
|  | { | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | if(context->vertexLightActive(i)) | 
|  | { | 
|  | // Light position in camera coordinates | 
|  | setLightViewPosition(i, B * V * context->getLightPosition(i)); | 
|  | } | 
|  | } | 
|  |  | 
|  | updateLighting = false; | 
|  | } | 
|  | } | 
|  |  | 
|  | State state; | 
|  |  | 
|  | if(context->vertexShader) | 
|  | { | 
|  | state.shaderID = context->vertexShader->getSerialID(); | 
|  | } | 
|  | else | 
|  | { | 
|  | state.shaderID = 0; | 
|  | } | 
|  |  | 
|  | state.fixedFunction = !context->vertexShader && context->pixelShaderModel() < 0x0300; | 
|  | state.textureSampling = context->vertexShader ? context->vertexShader->containsTextureSampling() : false; | 
|  | state.positionRegister = context->vertexShader ? context->vertexShader->getPositionRegister() : Pos; | 
|  | state.pointSizeRegister = context->vertexShader ? context->vertexShader->getPointSizeRegister() : Pts; | 
|  |  | 
|  | state.vertexBlendMatrixCount = context->vertexBlendMatrixCountActive(); | 
|  | state.indexedVertexBlendEnable = context->indexedVertexBlendActive(); | 
|  | state.vertexNormalActive = context->vertexNormalActive(); | 
|  | state.normalizeNormals = context->normalizeNormalsActive(); | 
|  | state.vertexLightingActive = context->vertexLightingActive(); | 
|  | state.diffuseActive = context->diffuseActive(); | 
|  | state.specularActive = context->specularActive(); | 
|  | state.vertexSpecularActive = context->vertexSpecularActive(); | 
|  |  | 
|  | state.vertexLightActive = context->vertexLightActive(0) << 0 | | 
|  | context->vertexLightActive(1) << 1 | | 
|  | context->vertexLightActive(2) << 2 | | 
|  | context->vertexLightActive(3) << 3 | | 
|  | context->vertexLightActive(4) << 4 | | 
|  | context->vertexLightActive(5) << 5 | | 
|  | context->vertexLightActive(6) << 6 | | 
|  | context->vertexLightActive(7) << 7; | 
|  |  | 
|  | state.vertexDiffuseMaterialSourceActive = context->vertexDiffuseMaterialSourceActive(); | 
|  | state.vertexSpecularMaterialSourceActive = context->vertexSpecularMaterialSourceActive(); | 
|  | state.vertexAmbientMaterialSourceActive = context->vertexAmbientMaterialSourceActive(); | 
|  | state.vertexEmissiveMaterialSourceActive = context->vertexEmissiveMaterialSourceActive(); | 
|  | state.fogActive = context->fogActive(); | 
|  | state.vertexFogMode = context->vertexFogModeActive(); | 
|  | state.rangeFogActive = context->rangeFogActive(); | 
|  | state.localViewerActive = context->localViewerActive(); | 
|  | state.pointSizeActive = context->pointSizeActive(); | 
|  | state.pointScaleActive = context->pointScaleActive(); | 
|  |  | 
|  | state.preTransformed = context->preTransformed; | 
|  | state.superSampling = context->getSuperSampleCount() > 1; | 
|  |  | 
|  | state.transformFeedbackQueryEnabled = context->transformFeedbackQueryEnabled; | 
|  | state.transformFeedbackEnabled = context->transformFeedbackEnabled; | 
|  |  | 
|  | // Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback, | 
|  | //       which is an OpenGL ES 3.0 feature, and OpenGL ES 3.0 doesn't support quads as a primitive type. | 
|  | DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF); | 
|  | state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST); | 
|  |  | 
|  | for(int i = 0; i < MAX_VERTEX_INPUTS; i++) | 
|  | { | 
|  | state.input[i].type = context->input[i].type; | 
|  | state.input[i].count = context->input[i].count; | 
|  | state.input[i].normalized = context->input[i].normalized; | 
|  | state.input[i].attribType = context->vertexShader ? context->vertexShader->getAttribType(i) : VertexShader::ATTRIBTYPE_FLOAT; | 
|  | } | 
|  |  | 
|  | if(!context->vertexShader) | 
|  | { | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | //	state.textureState[i].vertexTextureActive = context->vertexTextureActive(i, 0); | 
|  | state.textureState[i].texGenActive = context->texGenActive(i); | 
|  | state.textureState[i].textureTransformCountActive = context->textureTransformCountActive(i); | 
|  | state.textureState[i].texCoordIndexActive = context->texCoordIndexActive(i); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | for(unsigned int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | 
|  | { | 
|  | if(context->vertexShader->usesSampler(i)) | 
|  | { | 
|  | state.sampler[i] = context->sampler[TEXTURE_IMAGE_UNITS + i].samplerState(); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | if(context->vertexShader)   // FIXME: Also when pre-transformed? | 
|  | { | 
|  | for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | 
|  | { | 
|  | state.output[i].xWrite = context->vertexShader->getOutput(i, 0).active(); | 
|  | state.output[i].yWrite = context->vertexShader->getOutput(i, 1).active(); | 
|  | state.output[i].zWrite = context->vertexShader->getOutput(i, 2).active(); | 
|  | state.output[i].wWrite = context->vertexShader->getOutput(i, 3).active(); | 
|  | } | 
|  | } | 
|  | else if(!context->preTransformed || context->pixelShaderModel() < 0x0300) | 
|  | { | 
|  | state.output[Pos].write = 0xF; | 
|  |  | 
|  | if(context->diffuseActive() && (context->lightingEnable || context->input[Color0])) | 
|  | { | 
|  | state.output[C0].write = 0xF; | 
|  | } | 
|  |  | 
|  | if(context->specularActive()) | 
|  | { | 
|  | state.output[C1].write = 0xF; | 
|  | } | 
|  |  | 
|  | for(int stage = 0; stage < 8; stage++) | 
|  | { | 
|  | if(context->texCoordActive(stage, 0)) state.output[T0 + stage].write |= 0x01; | 
|  | if(context->texCoordActive(stage, 1)) state.output[T0 + stage].write |= 0x02; | 
|  | if(context->texCoordActive(stage, 2)) state.output[T0 + stage].write |= 0x04; | 
|  | if(context->texCoordActive(stage, 3)) state.output[T0 + stage].write |= 0x08; | 
|  | } | 
|  |  | 
|  | if(context->fogActive()) | 
|  | { | 
|  | state.output[Fog].xWrite = true; | 
|  | } | 
|  |  | 
|  | if(context->pointSizeActive()) | 
|  | { | 
|  | state.output[Pts].yWrite = true; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | state.output[Pos].write = 0xF; | 
|  |  | 
|  | for(int i = 0; i < 2; i++) | 
|  | { | 
|  | if(context->input[Color0 + i]) | 
|  | { | 
|  | state.output[C0 + i].write = 0xF; | 
|  | } | 
|  | } | 
|  |  | 
|  | for(int i = 0; i < 8; i++) | 
|  | { | 
|  | if(context->input[TexCoord0 + i]) | 
|  | { | 
|  | state.output[T0 + i].write = 0xF; | 
|  | } | 
|  | } | 
|  |  | 
|  | if(context->input[PointSize]) | 
|  | { | 
|  | state.output[Pts].yWrite = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | if(context->vertexShaderModel() < 0x0300) | 
|  | { | 
|  | state.output[C0].clamp = 0xF; | 
|  | state.output[C1].clamp = 0xF; | 
|  | state.output[Fog].xClamp = true; | 
|  | } | 
|  |  | 
|  | state.hash = state.computeHash(); | 
|  |  | 
|  | return state; | 
|  | } | 
|  |  | 
|  | Routine *VertexProcessor::routine(const State &state) | 
|  | { | 
|  | Routine *routine = routineCache->query(state); | 
|  |  | 
|  | if(!routine)   // Create one | 
|  | { | 
|  | VertexRoutine *generator = nullptr; | 
|  |  | 
|  | if(state.fixedFunction) | 
|  | { | 
|  | generator = new VertexPipeline(state); | 
|  | } | 
|  | else | 
|  | { | 
|  | generator = new VertexProgram(state, context->vertexShader); | 
|  | } | 
|  |  | 
|  | generator->generate(); | 
|  | routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); | 
|  | delete generator; | 
|  |  | 
|  | routineCache->add(state, routine); | 
|  | } | 
|  |  | 
|  | return routine; | 
|  | } | 
|  | } |