blob: f0d29799ea8bc2e3ba99940ec68b48898c35923f [file] [log] [blame] [edit]
// 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/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.descriptorSets = data + OFFSET(DrawData, descriptorSets);
routine.descriptorDynamicOffsets = data + OFFSET(DrawData, descriptorDynamicOffsets);
routine.pushConstants = data + OFFSET(DrawData, pushConstants);
routine.constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, 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);
}
} // namespace sw