| // 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) |
| { |
| for(int i = 0; i < 4; i++) |
| { |
| factor.blendConstantF[i] = blendConstant[i]; |
| factor.invBlendConstantF[i] = 1.0f - blendConstant[i]; |
| factor.blendConstantU[i] = clamp(blendConstant[i], 0.0f, 1.0f); |
| factor.invBlendConstantU[i] = 1.0f - clamp(blendConstant[i], 0.0f, 1.0f); |
| factor.blendConstantS[i] = clamp(blendConstant[i], -1.0f, 1.0f); |
| factor.invBlendConstantS[i] = 1.0f - clamp(blendConstant[i], -1.0f, 1.0f); |
| } |
| } |
| |
| void PixelProcessor::setRoutineCacheSize(int cacheSize) |
| { |
| routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536)); |
| } |
| |
| const PixelProcessor::State PixelProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *fragmentShader, const sw::SpirvShader *vertexShader, const vk::Attachments &attachments, bool occlusionEnabled) const |
| { |
| State state; |
| |
| state.numClipDistances = vertexShader->getNumOutputClipDistances(); |
| state.numCullDistances = vertexShader->getNumOutputCullDistances(); |
| |
| if(fragmentShader) |
| { |
| state.shaderID = fragmentShader->getIdentifier(); |
| state.pipelineLayoutIdentifier = pipelineState.getPipelineLayout()->identifier; |
| } |
| else |
| { |
| state.shaderID = 0; |
| state.pipelineLayoutIdentifier = 0; |
| } |
| |
| state.alphaToCoverage = pipelineState.hasAlphaToCoverage(); |
| state.depthWriteEnable = pipelineState.depthWriteActive(attachments); |
| |
| if(pipelineState.stencilActive(attachments)) |
| { |
| state.stencilActive = true; |
| state.frontStencil = pipelineState.getFrontStencil(); |
| state.backStencil = pipelineState.getBackStencil(); |
| } |
| |
| state.depthFormat = attachments.depthFormat(); |
| state.depthBoundsTestActive = pipelineState.depthBoundsTestActive(attachments); |
| state.minDepthBounds = pipelineState.getMinDepthBounds(); |
| state.maxDepthBounds = pipelineState.getMaxDepthBounds(); |
| |
| if(pipelineState.depthTestActive(attachments)) |
| { |
| state.depthTestActive = true; |
| state.depthCompareMode = pipelineState.getDepthCompareMode(); |
| |
| state.depthBias = (pipelineState.getConstantDepthBias() != 0.0f) || (pipelineState.getSlopeDepthBias() != 0.0f); |
| |
| bool pipelineDepthClamp = pipelineState.getDepthClampEnable(); |
| // "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 = pipelineDepthClamp || !state.depthFormat.isFloatFormat() || !pipelineState.hasDepthRangeUnrestricted(); |
| |
| if(pipelineDepthClamp) |
| { |
| const VkViewport viewport = pipelineState.getViewport(); |
| state.minDepthClamp = min(viewport.minDepth, viewport.maxDepth); |
| state.maxDepthClamp = max(viewport.minDepth, viewport.maxDepth); |
| } |
| else if(state.depthClamp) |
| { |
| state.minDepthClamp = 0.0f; |
| state.maxDepthClamp = 1.0f; |
| } |
| } |
| |
| state.occlusionEnabled = occlusionEnabled; |
| |
| bool fragmentContainsDiscard = (fragmentShader && fragmentShader->getAnalysis().ContainsDiscard); |
| for(int i = 0; i < MAX_COLOR_BUFFERS; i++) |
| { |
| state.colorWriteMask |= pipelineState.colorWriteActive(i, attachments) << (4 * i); |
| state.colorFormat[i] = attachments.colorFormat(i); |
| state.blendState[i] = pipelineState.getBlendState(i, attachments, fragmentContainsDiscard); |
| } |
| |
| state.multiSampleCount = static_cast<unsigned int>(pipelineState.getSampleCount()); |
| state.multiSampleMask = pipelineState.getMultiSampleMask(); |
| state.enableMultiSampling = (state.multiSampleCount > 1) && |
| !(pipelineState.isDrawLine(true) && (pipelineState.getLineRasterizationMode() == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT)); |
| |
| // SampleId and SamplePosition require per-sample fragment shader invocations, so the Vulkan spec |
| // requires turning on sample shading if either of them is present in the shader: |
| // "If a fragment shader entry point's interface includes an input variable decorated with SampleId, |
| // Sample Shading is considered enabled with a minSampleShading value of 1.0." |
| // "If a fragment shader entry point's interface includes an input variable decorated with SamplePosition, |
| // Sample Shading is considered enabled with a minSampleShading value of 1.0." |
| bool shaderContainsSampleDecoration = fragmentShader && (fragmentShader->hasBuiltinInput(spv::BuiltInSampleId) || |
| fragmentShader->hasBuiltinInput(spv::BuiltInSamplePosition)); |
| |
| if(shaderContainsSampleDecoration) |
| { |
| state.sampleShadingEnabled = true; |
| state.minSampleShading = 1.0f; |
| } |
| else |
| { |
| state.sampleShadingEnabled = pipelineState.hasSampleShadingEnabled(); |
| state.minSampleShading = pipelineState.getMinSampleShading(); |
| } |
| |
| if(state.enableMultiSampling && fragmentShader) |
| { |
| state.centroid = fragmentShader->getAnalysis().NeedsCentroid; |
| } |
| |
| state.frontFace = pipelineState.getFrontFace(); |
| |
| state.hash = state.computeHash(); |
| |
| return state; |
| } |
| |
| PixelProcessor::RoutineType PixelProcessor::routine(const State &state, |
| const vk::PipelineLayout *pipelineLayout, |
| const SpirvShader *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 |