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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/Constants.hpp"
#include "Pipeline/PixelProgram.hpp"
#include "System/Debug.hpp"
#include "Vulkan/VkImageView.hpp"
#include "Vulkan/VkPipelineLayout.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;
}
return *static_cast<const States *>(this) == static_cast<const States &>(state);
}
PixelProcessor::PixelProcessor()
{
setRoutineCacheSize(1024);
}
void PixelProcessor::setBlendConstant(const float4 &blendConstant)
{
// TODO(b/140935644): Check if clamp is required
factor.blendConstant4W[0] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.x)));
factor.blendConstant4W[1] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.y)));
factor.blendConstant4W[2] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.z)));
factor.blendConstant4W[3] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.w)));
factor.invBlendConstant4W[0] = word4(0xFFFFu - factor.blendConstant4W[0][0]);
factor.invBlendConstant4W[1] = word4(0xFFFFu - factor.blendConstant4W[1][0]);
factor.invBlendConstant4W[2] = word4(0xFFFFu - factor.blendConstant4W[2][0]);
factor.invBlendConstant4W[3] = word4(0xFFFFu - factor.blendConstant4W[3][0]);
factor.blendConstant4F[0] = float4(blendConstant.x);
factor.blendConstant4F[1] = float4(blendConstant.y);
factor.blendConstant4F[2] = float4(blendConstant.z);
factor.blendConstant4F[3] = float4(blendConstant.w);
factor.invBlendConstant4F[0] = float4(1 - blendConstant.x);
factor.invBlendConstant4F[1] = float4(1 - blendConstant.y);
factor.invBlendConstant4F[2] = float4(1 - blendConstant.z);
factor.invBlendConstant4F[3] = float4(1 - blendConstant.w);
}
void PixelProcessor::setRoutineCacheSize(int cacheSize)
{
routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536));
}
const PixelProcessor::State PixelProcessor::update(const Context *context) const
{
State state;
state.numClipDistances = context->vertexShader->getNumOutputClipDistances();
state.numCullDistances = context->vertexShader->getNumOutputCullDistances();
if(context->pixelShader)
{
state.shaderID = context->pixelShader->getSerialID();
state.pipelineLayoutIdentifier = context->pipelineLayout->identifier;
}
else
{
state.shaderID = 0;
state.pipelineLayoutIdentifier = 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.depthFormat = context->depthBuffer->getFormat();
// "For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by clamping after depth bias addition is performed.
// Unless the VK_EXT_depth_range_unrestricted extension is enabled, fragment depth values are clamped even when the depth buffer uses a floating-point representation."
state.depthClamp = !state.depthFormat.isFloatFormat() || !context->depthRangeUnrestricted;
}
state.occlusionEnabled = context->occlusionEnabled;
for(int i = 0; i < RENDERTARGETS; i++)
{
state.colorWriteMask |= context->colorWriteActive(i) << (4 * i);
state.targetFormat[i] = context->renderTargetInternalFormat(i);
state.blendState[i] = context->getBlendState(i);
}
state.multiSampleCount = static_cast<unsigned int>(context->sampleCount);
state.multiSampleMask = context->multiSampleMask;
state.enableMultiSampling = (state.multiSampleCount > 1) &&
!(context->isDrawLine(true) && (context->lineRasterizationMode == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT));
if(state.enableMultiSampling && context->pixelShader)
{
state.centroid = context->pixelShader->getModes().NeedsCentroid;
}
state.frontFace = context->frontFace;
state.hash = state.computeHash();
return state;
}
PixelProcessor::RoutineType PixelProcessor::routine(const State &state,
vk::PipelineLayout const *pipelineLayout,
SpirvShader const *pixelShader,
const vk::DescriptorSet::Bindings &descriptorSets)
{
auto routine = routineCache->lookup(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;
}
} // namespace sw