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// 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.
//
#ifndef sw_VertexProcessor_hpp
#define sw_VertexProcessor_hpp
#include "Matrix.hpp"
#include "Context.hpp"
#include "RoutineCache.hpp"
namespace sw
{
struct DrawData;
struct VertexCache // FIXME: Variable size
{
void clear();
Vertex vertex[16][4];
unsigned int tag[16];
int drawCall;
};
struct VertexTask
{
unsigned int vertexCount;
VertexCache vertexCache;
};
class VertexProcessor
{
public:
struct States
{
unsigned int computeHash();
uint64_t shaderID;
bool fixedFunction : 1;
bool shaderContainsTexldl : 1;
unsigned int positionRegister : 4;
unsigned int pointSizeRegister : 4; // 0xF signifies no vertex point size
unsigned int vertexBlendMatrixCount : 3;
bool indexedVertexBlendEnable : 1;
bool vertexNormalActive : 1;
bool normalizeNormals : 1;
bool vertexLightingActive : 1;
bool diffuseActive : 1;
bool specularActive : 1;
bool vertexSpecularActive : 1;
unsigned int vertexLightActive : 8;
MaterialSource vertexDiffuseMaterialSourceActive : BITS(MATERIAL_LAST);
MaterialSource vertexSpecularMaterialSourceActive : BITS(MATERIAL_LAST);
MaterialSource vertexAmbientMaterialSourceActive : BITS(MATERIAL_LAST);
MaterialSource vertexEmissiveMaterialSourceActive : BITS(MATERIAL_LAST);
bool fogActive : 1;
FogMode vertexFogMode : BITS(FOG_LAST);
bool rangeFogActive : 1;
bool localViewerActive : 1;
bool pointSizeActive : 1;
bool pointScaleActive : 1;
bool preTransformed : 1;
bool superSampling : 1;
bool multiSampling : 1;
struct TextureState
{
TexGen texGenActive : BITS(TEXGEN_LAST);
unsigned char textureTransformCountActive : 3;
unsigned char texCoordIndexActive : 3;
};
TextureState textureState[8];
Sampler::State samplerState[VERTEX_TEXTURE_IMAGE_UNITS];
struct Input
{
operator bool() const // Returns true if stream contains data
{
return count != 0;
}
StreamType type : BITS(STREAMTYPE_LAST);
unsigned int count : 3;
bool normalized : 1;
};
struct Output
{
union
{
unsigned char write : 4;
struct
{
unsigned char xWrite : 1;
unsigned char yWrite : 1;
unsigned char zWrite : 1;
unsigned char wWrite : 1;
};
};
union
{
unsigned char clamp : 4;
struct
{
unsigned char xClamp : 1;
unsigned char yClamp : 1;
unsigned char zClamp : 1;
unsigned char wClamp : 1;
};
};
};
Input input[TEXTURE_IMAGE_UNITS];
Output output[12];
};
struct State : States
{
State();
bool operator==(const State &state) const;
unsigned int hash;
};
struct FixedFunction
{
float4 transformT[12][4];
float4 cameraTransformT[12][4];
float4 normalTransformT[12][4];
float4 textureTransform[8][4];
float4 lightPosition[8];
float4 lightAmbient[8];
float4 lightSpecular[8];
float4 lightDiffuse[8];
float4 attenuationConstant[8];
float4 attenuationLinear[8];
float4 attenuationQuadratic[8];
float lightRange[8];
float4 materialDiffuse;
float4 materialSpecular;
float materialShininess;
float4 globalAmbient;
float4 materialEmission;
float4 materialAmbient;
};
struct PointSprite
{
float4 pointSize;
float pointSizeMin;
float pointSizeMax;
float pointScaleA;
float pointScaleB;
float pointScaleC;
};
typedef void (*RoutinePointer)(Vertex *output, unsigned int *batch, VertexTask *vertexTask, DrawData *draw);
VertexProcessor(Context *context);
virtual ~VertexProcessor();
virtual void setInputStream(int index, const Stream &stream);
virtual void resetInputStreams(bool preTransformed);
virtual void setFloatConstant(unsigned int index, const float value[4]);
virtual void setIntegerConstant(unsigned int index, const int integer[4]);
virtual void setBooleanConstant(unsigned int index, int boolean);
// Transformations
virtual void setModelMatrix(const Matrix &M, int i = 0);
virtual void setViewMatrix(const Matrix &V);
virtual void setBaseMatrix(const Matrix &B);
virtual void setProjectionMatrix(const Matrix &P);
// Lighting
virtual void setLightingEnable(bool lightingEnable);
virtual void setLightEnable(unsigned int light, bool lightEnable);
virtual void setSpecularEnable(bool specularEnable);
virtual void setGlobalAmbient(const Color<float> &globalAmbient);
virtual void setLightPosition(unsigned int light, const Point &lightPosition);
virtual void setLightViewPosition(unsigned int light, const Point &lightPosition);
virtual void setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse);
virtual void setLightSpecular(unsigned int light, const Color<float> &lightSpecular);
virtual void setLightAmbient(unsigned int light, const Color<float> &lightAmbient);
virtual void setLightAttenuation(unsigned int light, float constant, float linear, float quadratic);
virtual void setLightRange(unsigned int light, float lightRange);
virtual void setInstanceID(int instanceID);
virtual void setFogEnable(bool fogEnable);
virtual void setVertexFogMode(FogMode fogMode);
virtual void setRangeFogEnable(bool enable);
virtual void setColorVertexEnable(bool colorVertexEnable);
virtual void setDiffuseMaterialSource(MaterialSource diffuseMaterialSource);
virtual void setSpecularMaterialSource(MaterialSource specularMaterialSource);
virtual void setAmbientMaterialSource(MaterialSource ambientMaterialSource);
virtual void setEmissiveMaterialSource(MaterialSource emissiveMaterialSource);
virtual void setMaterialEmission(const Color<float> &emission);
virtual void setMaterialAmbient(const Color<float> &materialAmbient);
virtual void setMaterialDiffuse(const Color<float> &diffuseColor);
virtual void setMaterialSpecular(const Color<float> &specularColor);
virtual void setMaterialShininess(float specularPower);
virtual void setIndexedVertexBlendEnable(bool indexedVertexBlendEnable);
virtual void setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount);
virtual void setTextureWrap(unsigned int stage, int mask);
virtual void setTexGen(unsigned int stage, TexGen texGen);
virtual void setLocalViewer(bool localViewer);
virtual void setNormalizeNormals(bool normalizeNormals);
virtual void setTextureMatrix(int stage, const Matrix &T);
virtual void setTextureTransform(int stage, int count, bool project);
virtual void setTextureFilter(unsigned int sampler, FilterType textureFilter);
virtual void setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter);
virtual void setGatherEnable(unsigned int sampler, bool enable);
virtual void setAddressingModeU(unsigned int sampler, AddressingMode addressingMode);
virtual void setAddressingModeV(unsigned int sampler, AddressingMode addressingMode);
virtual void setAddressingModeW(unsigned int sampler, AddressingMode addressingMode);
virtual void setReadSRGB(unsigned int sampler, bool sRGB);
virtual void setMipmapLOD(unsigned int sampler, float bias);
virtual void setBorderColor(unsigned int sampler, const Color<float> &borderColor);
virtual void setMaxAnisotropy(unsigned int stage, float maxAnisotropy);
virtual void setPointSize(float pointSize);
virtual void setPointSizeMin(float pointSizeMin);
virtual void setPointSizeMax(float pointSizeMax);
virtual void setPointScaleA(float pointScaleA);
virtual void setPointScaleB(float pointScaleB);
virtual void setPointScaleC(float pointScaleC);
protected:
const Matrix &getModelTransform(int i);
const Matrix &getViewTransform();
const State update();
Routine *routine(const State &state);
bool isFixedFunction();
void setRoutineCacheSize(int cacheSize);
// Shader constants
float4 c[256 + 1]; // One extra for indices out of range, c[256] = {0, 0, 0, 0}
int4 i[16];
bool b[16];
PointSprite point;
FixedFunction ff;
private:
void updateTransform();
void setTransform(const Matrix &M, int i);
void setCameraTransform(const Matrix &M, int i);
void setNormalTransform(const Matrix &M, int i);
Context *const context;
RoutineCache<State> *routineCache;
protected:
Matrix M[12]; // Model/Geometry/World matrix
Matrix V; // View/Camera/Eye matrix
Matrix B; // Base matrix
Matrix P; // Projection matrix
Matrix PB; // P * B
Matrix PBV; // P * B * V
Matrix PBVM[12]; // P * B * V * M
// Update hierarchy
bool updateMatrix;
bool updateModelMatrix[12];
bool updateViewMatrix;
bool updateBaseMatrix;
bool updateProjectionMatrix;
bool updateLighting;
bool oneDTextureEnable;
};
}
#endif // sw_VertexProcessor_hpp