| // 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 "VertexProgram.hpp" |
| |
| #include "SamplerCore.hpp" |
| #include "Device/Renderer.hpp" |
| #include "Device/Vertex.hpp" |
| #include "System/Debug.hpp" |
| #include "System/Half.hpp" |
| #include "Vulkan/VkDevice.hpp" |
| #include "Vulkan/VkPipelineLayout.hpp" |
| |
| namespace sw { |
| |
| VertexProgram::VertexProgram( |
| const VertexProcessor::State &state, |
| vk::PipelineLayout const *pipelineLayout, |
| SpirvShader const *spirvShader, |
| const vk::DescriptorSet::Bindings &descriptorSets) |
| : VertexRoutine(state, pipelineLayout, spirvShader) |
| , descriptorSets(descriptorSets) |
| { |
| routine.setImmutableInputBuiltins(spirvShader); |
| |
| // TODO(b/146486064): Consider only assigning these to the SpirvRoutine iff |
| // they are ever going to be read. |
| routine.viewID = *Pointer<Int>(data + OFFSET(DrawData, viewID)); |
| routine.instanceID = *Pointer<Int>(data + OFFSET(DrawData, instanceID)); |
| |
| routine.setInputBuiltin(spirvShader, spv::BuiltInViewIndex, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { |
| assert(builtin.SizeInComponents == 1); |
| value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine.viewID)); |
| }); |
| |
| routine.setInputBuiltin(spirvShader, spv::BuiltInInstanceIndex, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { |
| // TODO: we could do better here; we know InstanceIndex is uniform across all lanes |
| assert(builtin.SizeInComponents == 1); |
| value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine.instanceID)); |
| }); |
| |
| routine.setInputBuiltin(spirvShader, spv::BuiltInSubgroupSize, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { |
| ASSERT(builtin.SizeInComponents == 1); |
| value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(SIMD::Width)); |
| }); |
| |
| routine.device = device; |
| routine.descriptorSets = data + OFFSET(DrawData, descriptorSets); |
| routine.descriptorDynamicOffsets = data + OFFSET(DrawData, descriptorDynamicOffsets); |
| routine.pushConstants = data + OFFSET(DrawData, pushConstants); |
| routine.constants = device + OFFSET(vk::Device, constants); |
| } |
| |
| VertexProgram::~VertexProgram() |
| { |
| } |
| |
| void VertexProgram::program(Pointer<UInt> &batch, UInt &vertexCount) |
| { |
| routine.vertexIndex = *Pointer<SIMD::Int>(As<Pointer<SIMD::Int>>(batch)) + |
| SIMD::Int(*Pointer<Int>(data + OFFSET(DrawData, baseVertex))); |
| |
| auto it = spirvShader->inputBuiltins.find(spv::BuiltInVertexIndex); |
| if(it != spirvShader->inputBuiltins.end()) |
| { |
| assert(it->second.SizeInComponents == 1); |
| routine.getVariable(it->second.Id)[it->second.FirstComponent] = |
| As<SIMD::Float>(routine.vertexIndex); |
| } |
| |
| auto activeLaneMask = SIMD::Int(0xFFFFFFFF); |
| Int4 storesAndAtomicsMask = CmpGE(UInt4(vertexCount), UInt4(1, 2, 3, 4)); |
| spirvShader->emit(&routine, activeLaneMask, storesAndAtomicsMask, descriptorSets); |
| |
| spirvShader->emitEpilog(&routine); |
| spirvShader->clearPhis(&routine); |
| } |
| |
| } // namespace sw |