| // 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 "Shader/SetupRoutine.hpp" |
| #include "Shader/Constants.hpp" |
| #include "Common/Debug.hpp" |
| |
| namespace sw |
| { |
| extern bool complementaryDepthBuffer; |
| 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(Context *context) : context(context) |
| { |
| routineCache = 0; |
| setRoutineCacheSize(1024); |
| } |
| |
| SetupProcessor::~SetupProcessor() |
| { |
| delete routineCache; |
| routineCache = 0; |
| } |
| |
| SetupProcessor::State SetupProcessor::update() const |
| { |
| State state; |
| |
| bool vPosZW = (context->pixelShader && context->pixelShader->isVPosDeclared() && fullPixelPositionRegister); |
| |
| state.isDrawPoint = context->isDrawPoint(true); |
| state.isDrawLine = context->isDrawLine(true); |
| state.isDrawTriangle = context->isDrawTriangle(false); |
| state.isDrawSolidTriangle = context->isDrawTriangle(true); |
| state.interpolateZ = context->depthBufferActive() || context->pixelFogActive() != FOG_NONE || vPosZW; |
| state.interpolateW = context->perspectiveActive() || vPosZW; |
| state.perspective = context->perspectiveActive(); |
| state.pointSprite = context->pointSpriteActive(); |
| state.cullMode = context->cullMode; |
| state.twoSidedStencil = context->stencilActive() && context->twoSidedStencil; |
| state.slopeDepthBias = context->slopeDepthBias != 0.0f; |
| state.vFace = context->pixelShader && context->pixelShader->isVFaceDeclared(); |
| |
| state.positionRegister = Pos; |
| state.pointSizeRegister = Unused; |
| |
| state.multiSample = context->getMultiSampleCount(); |
| state.rasterizerDiscard = context->rasterizerDiscard; |
| |
| if(context->vertexShader) |
| { |
| state.positionRegister = context->vertexShader->getPositionRegister(); |
| state.pointSizeRegister = context->vertexShader->getPointSizeRegister(); |
| } |
| else if(context->pointSizeActive()) |
| { |
| state.pointSizeRegister = Pts; |
| } |
| |
| for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) |
| { |
| for(int component = 0; component < 4; component++) |
| { |
| state.gradient[interpolant][component].attribute = Unused; |
| state.gradient[interpolant][component].flat = false; |
| state.gradient[interpolant][component].wrap = false; |
| } |
| } |
| |
| state.fog.attribute = Unused; |
| state.fog.flat = false; |
| state.fog.wrap = false; |
| |
| const bool point = context->isDrawPoint(true); |
| const bool sprite = context->pointSpriteActive(); |
| const bool flatShading = (context->shadingMode == SHADING_FLAT) || point; |
| |
| if(context->vertexShader && context->pixelShader) |
| { |
| for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) |
| { |
| for(int component = 0; component < 4; component++) |
| { |
| int project = context->isProjectionComponent(interpolant - 2, component) ? 1 : 0; |
| const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component - project); |
| |
| if(semantic.active()) |
| { |
| int input = interpolant; |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) |
| { |
| if(semantic == context->vertexShader->getOutput(i, component - project)) |
| { |
| input = i; |
| break; |
| } |
| } |
| |
| bool flat = point; |
| |
| switch(semantic.usage) |
| { |
| case Shader::USAGE_TEXCOORD: flat = point && !sprite; break; |
| case Shader::USAGE_COLOR: flat = semantic.flat || flatShading; break; |
| } |
| |
| state.gradient[interpolant][component].attribute = input; |
| state.gradient[interpolant][component].flat = flat; |
| } |
| } |
| } |
| } |
| else if(context->preTransformed && context->pixelShader) |
| { |
| for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) |
| { |
| for(int component = 0; component < 4; component++) |
| { |
| const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component); |
| |
| switch(semantic.usage) |
| { |
| case 0xFF: |
| break; |
| case Shader::USAGE_TEXCOORD: |
| state.gradient[interpolant][component].attribute = T0 + semantic.index; |
| state.gradient[interpolant][component].flat = semantic.flat || (point && !sprite); |
| break; |
| case Shader::USAGE_COLOR: |
| state.gradient[interpolant][component].attribute = C0 + semantic.index; |
| state.gradient[interpolant][component].flat = semantic.flat || flatShading; |
| break; |
| default: |
| ASSERT(false); |
| } |
| } |
| } |
| } |
| else if(context->pixelShaderModel() < 0x0300) |
| { |
| for(int coordinate = 0; coordinate < 8; coordinate++) |
| { |
| for(int component = 0; component < 4; component++) |
| { |
| if(context->textureActive(coordinate, component)) |
| { |
| state.texture[coordinate][component].attribute = T0 + coordinate; |
| state.texture[coordinate][component].flat = point && !sprite; |
| state.texture[coordinate][component].wrap = (context->textureWrap[coordinate] & (1 << component)) != 0; |
| } |
| } |
| } |
| |
| for(int color = 0; color < 2; color++) |
| { |
| for(int component = 0; component < 4; component++) |
| { |
| if(context->colorActive(color, component)) |
| { |
| state.color[color][component].attribute = C0 + color; |
| state.color[color][component].flat = flatShading; |
| } |
| } |
| } |
| } |
| else ASSERT(false); |
| |
| if(context->fogActive()) |
| { |
| state.fog.attribute = Fog; |
| state.fog.flat = point; |
| } |
| |
| state.hash = state.computeHash(); |
| |
| return state; |
| } |
| |
| std::shared_ptr<Routine> SetupProcessor::routine(const State &state) |
| { |
| auto 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)); |
| } |
| } |