| // 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() |
| { |
| routineCache = nullptr; |
| setRoutineCacheSize(1024); |
| } |
| |
| SetupProcessor::~SetupProcessor() |
| { |
| delete routineCache; |
| routineCache = nullptr; |
| } |
| |
| SetupProcessor::State SetupProcessor::update(const sw::Context* context) 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)); |
| } |
| } |