blob: 03d34850340603f496d5cd69f29b559e442ed489 [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#include "SetupProcessor.hpp"
#include "SetupRoutine.hpp"
#include "Primitive.hpp"
#include "Polygon.hpp"
#include "Context.hpp"
#include "Renderer.hpp"
#include "Constants.hpp"
#include "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(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->vPosDeclared && 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 = slopeDepthBias != 0.0f;
state.vFace = context->pixelShader && context->pixelShader->vFaceDeclared;
state.positionRegister = Pos;
state.pointSizeRegister = 0xF; // No vertex point size
state.multiSample = context->getMultiSampleCount();
if(context->vertexShader)
{
state.positionRegister = context->vertexShader->positionRegister;
state.pointSizeRegister = context->vertexShader->pointSizeRegister;
}
else if(context->pointSizeActive())
{
state.pointSizeRegister = Pts;
}
for(int interpolant = 0; interpolant < 10; 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 < 10; interpolant++)
{
for(int component = 0; component < 4; component++)
{
int project = context->isProjectionComponent(interpolant - 2, component) ? 1 : 0;
if(context->pixelShader->semantic[interpolant][component - project].active())
{
int input = interpolant;
for(int i = 0; i < 12; i++)
{
if(context->pixelShader->semantic[interpolant][component - project] == context->vertexShader->output[i][component - project])
{
input = i;
break;
}
}
bool flat = point;
switch(context->pixelShader->semantic[interpolant][component - project].usage)
{
case Shader::USAGE_TEXCOORD: flat = point && !sprite; break;
case Shader::USAGE_COLOR: 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 < 10; interpolant++)
{
for(int component = 0; component < 4; component++)
{
int index = context->pixelShader->semantic[interpolant][component].index;
switch(context->pixelShader->semantic[interpolant][component].usage)
{
case 0xFF:
break;
case Shader::USAGE_TEXCOORD:
state.gradient[interpolant][component].attribute = T0 + index;
state.gradient[interpolant][component].flat = point && !sprite;
break;
case Shader::USAGE_COLOR:
state.gradient[interpolant][component].attribute = D0 + index;
state.gradient[interpolant][component].flat = flatShading;
break;
default:
ASSERT(false);
}
}
}
}
else if(context->pixelShaderVersion() < 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 = D0 + 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;
}
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), precacheSetup ? "sw-setup" : 0);
}
}