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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 "VertexShader.hpp"
#include "Renderer/Vertex.hpp"
#include "Common/Debug.hpp"
#include <string.h>
namespace sw
{
VertexShader::VertexShader(const VertexShader *vs) : Shader()
{
shaderModel = 0x0300;
positionRegister = Pos;
pointSizeRegister = Unused;
instanceIdDeclared = false;
vertexIdDeclared = false;
textureSampling = false;
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
input[i] = Semantic();
attribType[i] = ATTRIBTYPE_FLOAT;
}
if(vs) // Make a copy
{
for(size_t i = 0; i < vs->getLength(); i++)
{
append(new sw::Shader::Instruction(*vs->getInstruction(i)));
}
memcpy(output, vs->output, sizeof(output));
memcpy(input, vs->input, sizeof(input));
memcpy(attribType, vs->attribType, sizeof(attribType));
positionRegister = vs->positionRegister;
pointSizeRegister = vs->pointSizeRegister;
instanceIdDeclared = vs->instanceIdDeclared;
vertexIdDeclared = vs->vertexIdDeclared;
usedSamplers = vs->usedSamplers;
optimize();
analyze();
}
}
VertexShader::VertexShader(const unsigned long *token) : Shader()
{
parse(token);
positionRegister = Pos;
pointSizeRegister = Unused;
instanceIdDeclared = false;
vertexIdDeclared = false;
textureSampling = false;
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
input[i] = Semantic();
attribType[i] = ATTRIBTYPE_FLOAT;
}
optimize();
analyze();
}
VertexShader::~VertexShader()
{
}
int VertexShader::validate(const unsigned long *const token)
{
if(!token)
{
return 0;
}
unsigned short version = (unsigned short)(token[0] & 0x0000FFFF);
unsigned char majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
ShaderType shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
if(shaderType != SHADER_VERTEX || majorVersion > 3)
{
return 0;
}
int instructionCount = 1;
for(int i = 0; token[i] != 0x0000FFFF; i++)
{
if((token[i] & 0x0000FFFF) == 0x0000FFFE) // Comment token
{
int length = (token[i] & 0x7FFF0000) >> 16;
i += length;
}
else
{
Shader::Opcode opcode = (Shader::Opcode)(token[i] & 0x0000FFFF);
switch(opcode)
{
case Shader::OPCODE_TEXCOORD:
case Shader::OPCODE_TEXKILL:
case Shader::OPCODE_TEX:
case Shader::OPCODE_TEXBEM:
case Shader::OPCODE_TEXBEML:
case Shader::OPCODE_TEXREG2AR:
case Shader::OPCODE_TEXREG2GB:
case Shader::OPCODE_TEXM3X2PAD:
case Shader::OPCODE_TEXM3X2TEX:
case Shader::OPCODE_TEXM3X3PAD:
case Shader::OPCODE_TEXM3X3TEX:
case Shader::OPCODE_RESERVED0:
case Shader::OPCODE_TEXM3X3SPEC:
case Shader::OPCODE_TEXM3X3VSPEC:
case Shader::OPCODE_TEXREG2RGB:
case Shader::OPCODE_TEXDP3TEX:
case Shader::OPCODE_TEXM3X2DEPTH:
case Shader::OPCODE_TEXDP3:
case Shader::OPCODE_TEXM3X3:
case Shader::OPCODE_TEXDEPTH:
case Shader::OPCODE_CMP0:
case Shader::OPCODE_BEM:
case Shader::OPCODE_DP2ADD:
case Shader::OPCODE_DFDX:
case Shader::OPCODE_DFDY:
case Shader::OPCODE_TEXLDD:
return 0; // Unsupported operation
default:
instructionCount++;
break;
}
i += size(token[i], version);
}
}
return instructionCount;
}
bool VertexShader::containsTextureSampling() const
{
return textureSampling;
}
void VertexShader::setInput(int inputIdx, const sw::Shader::Semantic& semantic, AttribType aType)
{
input[inputIdx] = semantic;
attribType[inputIdx] = aType;
}
void VertexShader::setOutput(int outputIdx, int nbComponents, const sw::Shader::Semantic& semantic)
{
for(int i = 0; i < nbComponents; ++i)
{
output[outputIdx][i] = semantic;
}
}
void VertexShader::setPositionRegister(int posReg)
{
setOutput(posReg, 4, sw::Shader::Semantic(sw::Shader::USAGE_POSITION, 0));
positionRegister = posReg;
}
void VertexShader::setPointSizeRegister(int ptSizeReg)
{
setOutput(ptSizeReg, 4, sw::Shader::Semantic(sw::Shader::USAGE_PSIZE, 0));
pointSizeRegister = ptSizeReg;
}
const sw::Shader::Semantic& VertexShader::getInput(int inputIdx) const
{
return input[inputIdx];
}
VertexShader::AttribType VertexShader::getAttribType(int inputIdx) const
{
return attribType[inputIdx];
}
const sw::Shader::Semantic& VertexShader::getOutput(int outputIdx, int component) const
{
return output[outputIdx][component];
}
void VertexShader::analyze()
{
analyzeInput();
analyzeOutput();
analyzeDirtyConstants();
analyzeTextureSampling();
analyzeDynamicBranching();
analyzeSamplers();
analyzeCallSites();
analyzeIndirectAddressing();
analyzeLimits();
}
void VertexShader::analyzeInput()
{
for(unsigned int i = 0; i < instruction.size(); i++)
{
if(instruction[i]->opcode == Shader::OPCODE_DCL &&
instruction[i]->dst.type == Shader::PARAMETER_INPUT)
{
int index = instruction[i]->dst.index;
input[index] = Semantic(instruction[i]->usage, instruction[i]->usageIndex);
}
}
}
void VertexShader::analyzeOutput()
{
if(shaderModel < 0x0300)
{
output[Pos][0] = Semantic(Shader::USAGE_POSITION, 0);
output[Pos][1] = Semantic(Shader::USAGE_POSITION, 0);
output[Pos][2] = Semantic(Shader::USAGE_POSITION, 0);
output[Pos][3] = Semantic(Shader::USAGE_POSITION, 0);
for(const auto &inst : instruction)
{
const DestinationParameter &dst = inst->dst;
switch(dst.type)
{
case Shader::PARAMETER_RASTOUT:
switch(dst.index)
{
case 0:
// Position already assumed written
break;
case 1:
output[Fog][0] = Semantic(Shader::USAGE_FOG, 0);
break;
case 2:
output[Pts][1] = Semantic(Shader::USAGE_PSIZE, 0);
pointSizeRegister = Pts;
break;
default: ASSERT(false);
}
break;
case Shader::PARAMETER_ATTROUT:
if(dst.index == 0)
{
if(dst.x) output[C0][0] = Semantic(Shader::USAGE_COLOR, 0);
if(dst.y) output[C0][1] = Semantic(Shader::USAGE_COLOR, 0);
if(dst.z) output[C0][2] = Semantic(Shader::USAGE_COLOR, 0);
if(dst.w) output[C0][3] = Semantic(Shader::USAGE_COLOR, 0);
}
else if(dst.index == 1)
{
if(dst.x) output[C1][0] = Semantic(Shader::USAGE_COLOR, 1);
if(dst.y) output[C1][1] = Semantic(Shader::USAGE_COLOR, 1);
if(dst.z) output[C1][2] = Semantic(Shader::USAGE_COLOR, 1);
if(dst.w) output[C1][3] = Semantic(Shader::USAGE_COLOR, 1);
}
else ASSERT(false);
break;
case Shader::PARAMETER_TEXCRDOUT:
if(dst.x) output[T0 + dst.index][0] = Semantic(Shader::USAGE_TEXCOORD, dst.index);
if(dst.y) output[T0 + dst.index][1] = Semantic(Shader::USAGE_TEXCOORD, dst.index);
if(dst.z) output[T0 + dst.index][2] = Semantic(Shader::USAGE_TEXCOORD, dst.index);
if(dst.w) output[T0 + dst.index][3] = Semantic(Shader::USAGE_TEXCOORD, dst.index);
break;
default:
break;
}
}
}
else // Shader Model 3.0 input declaration
{
for(const auto &inst : instruction)
{
if(inst->opcode == Shader::OPCODE_DCL &&
inst->dst.type == Shader::PARAMETER_OUTPUT)
{
unsigned char usage = inst->usage;
unsigned char usageIndex = inst->usageIndex;
const DestinationParameter &dst = inst->dst;
if(dst.x) output[dst.index][0] = Semantic(usage, usageIndex);
if(dst.y) output[dst.index][1] = Semantic(usage, usageIndex);
if(dst.z) output[dst.index][2] = Semantic(usage, usageIndex);
if(dst.w) output[dst.index][3] = Semantic(usage, usageIndex);
if(usage == Shader::USAGE_POSITION && usageIndex == 0)
{
positionRegister = dst.index;
}
if(usage == Shader::USAGE_PSIZE && usageIndex == 0)
{
pointSizeRegister = dst.index;
}
}
}
}
}
void VertexShader::analyzeTextureSampling()
{
textureSampling = false;
for(const auto &inst : instruction)
{
if(inst->src[1].type == PARAMETER_SAMPLER)
{
textureSampling = true;
break;
}
}
}
}