blob: ea840f0f10e0d611c44ab6015c5f08dad140c11d [file] [log] [blame]
// 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/Half.hpp"
#include "Vulkan/VkDebug.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)
{
auto it = spirvShader->inputBuiltins.find(spv::BuiltInInstanceIndex);
if (it != spirvShader->inputBuiltins.end())
{
// TODO: we could do better here; we know InstanceIndex is uniform across all lanes
assert(it->second.SizeInComponents == 1);
routine.getVariable(it->second.Id)[it->second.FirstComponent] =
As<Float4>(Int4((*Pointer<Int>(data + OFFSET(DrawData, instanceID)))));
}
routine.descriptorSets = data + OFFSET(DrawData, descriptorSets);
routine.descriptorDynamicOffsets = data + OFFSET(DrawData, descriptorDynamicOffsets);
routine.pushConstants = data + OFFSET(DrawData, pushConstants);
}
VertexProgram::~VertexProgram()
{
}
void VertexProgram::program(UInt &index)
{
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<Float4>(Int4(As<Int>(index) + *Pointer<Int>(data + OFFSET(DrawData, baseVertex))) + Int4(0, 1, 2, 3));
}
auto activeLaneMask = SIMD::Int(0xFFFFFFFF); // TODO: Control this.
spirvShader->emit(&routine, activeLaneMask, descriptorSets);
spirvShader->emitEpilog(&routine);
}
}