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// 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 "SetupProcessor.hpp"
#include "Primitive.hpp"
#include "Polygon.hpp"
#include "Context.hpp"
#include "Renderer.hpp"
#include "Shader/SetupRoutine.hpp"
#include "Shader/Constants.hpp"
#include "Common/Debug.hpp"
#include <cstring>
namespace sw
{
extern bool complementaryDepthBuffer;
extern bool fullPixelPositionRegister;
bool precacheSetup = false;
uint32_t SetupProcessor::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 SetupProcessor::State::operator==(const State &state) const
{
if(hash != state.hash)
{
return false;
}
static_assert(is_memcmparable<State>::value, "Cannot memcmp States");
return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0;
}
SetupProcessor::SetupProcessor(Context *context) : context(context)
{
routineCache = nullptr;
setRoutineCacheSize(1024);
}
SetupProcessor::~SetupProcessor()
{
delete routineCache;
routineCache = nullptr;
}
SetupProcessor::State SetupProcessor::update() const
{
State state;
bool vPosZW = (context->pixelShader && context->pixelShader->isVPosDeclared() && 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 = context->slopeDepthBias != 0.0f;
state.vFace = context->pixelShader && context->pixelShader->isVFaceDeclared();
state.positionRegister = Pos;
state.pointSizeRegister = Unused;
state.multiSample = context->getMultiSampleCount();
state.rasterizerDiscard = context->rasterizerDiscard;
if(context->vertexShader)
{
state.positionRegister = context->vertexShader->getPositionRegister();
state.pointSizeRegister = context->vertexShader->getPointSizeRegister();
}
else if(context->pointSizeActive())
{
state.pointSizeRegister = Pts;
}
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; 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 < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
int project = context->isProjectionComponent(interpolant - 2, component) ? 1 : 0;
const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component - project);
if(semantic.active())
{
int input = interpolant;
for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
{
if(semantic == context->vertexShader->getOutput(i, component - project))
{
input = i;
break;
}
}
bool flat = point;
switch(semantic.usage)
{
case Shader::USAGE_TEXCOORD: flat = point && !sprite; break;
case Shader::USAGE_COLOR: flat = semantic.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 < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component);
switch(semantic.usage)
{
case 0xFF:
break;
case Shader::USAGE_TEXCOORD:
state.gradient[interpolant][component].attribute = T0 + semantic.index;
state.gradient[interpolant][component].flat = semantic.flat || (point && !sprite);
break;
case Shader::USAGE_COLOR:
state.gradient[interpolant][component].attribute = C0 + semantic.index;
state.gradient[interpolant][component].flat = semantic.flat || flatShading;
break;
default:
ASSERT(false);
}
}
}
}
else if(context->pixelShaderModel() < 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 = C0 + 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;
}
std::shared_ptr<Routine> SetupProcessor::routine(const State &state)
{
auto 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));
}
}