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Nicolas Capens68a82382018-10-02 13:16:55 -04001// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
Chris Forbes26f1a862019-02-02 15:23:01 -080015#include <Device/Vertex.hpp>
Nicolas Capens68a82382018-10-02 13:16:55 -040016#include "VertexRoutine.hpp"
17
Nicolas Capens68a82382018-10-02 13:16:55 -040018#include "Constants.hpp"
Nicolas Capens1d8c8db2018-11-05 16:30:42 -050019#include "Device/Vertex.hpp"
20#include "Device/Renderer.hpp"
21#include "System/Half.hpp"
Chris Forbesebe5f7f2019-01-16 10:38:34 -080022#include "Vulkan/VkDebug.hpp"
Chris Forbesd5aed492019-02-02 15:18:52 -080023#include "SpirvShader.hpp"
Nicolas Capens68a82382018-10-02 13:16:55 -040024
25namespace sw
26{
Ben Clayton76e9bc02019-02-26 15:02:18 +000027 VertexRoutine::VertexRoutine(
28 const VertexProcessor::State &state,
29 vk::PipelineLayout const *pipelineLayout,
30 SpirvShader const *spirvShader)
31 : routine(pipelineLayout),
32 state(state),
Chris Forbes1845d5e2018-12-27 11:50:15 -080033 spirvShader(spirvShader)
Nicolas Capens68a82382018-10-02 13:16:55 -040034 {
Chris Forbesc61271e2019-02-19 17:01:28 -080035 spirvShader->emitProlog(&routine);
Nicolas Capens68a82382018-10-02 13:16:55 -040036 }
37
38 VertexRoutine::~VertexRoutine()
39 {
40 }
41
42 void VertexRoutine::generate()
43 {
44 const bool textureSampling = state.textureSampling;
45
46 Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache);
47 Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex);
48 Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag);
49
50 UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount));
Nicolas Capens68a82382018-10-02 13:16:55 -040051
52 constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
53
54 Do
55 {
56 UInt index = *Pointer<UInt>(batch);
57 UInt tagIndex = index & 0x0000003C;
58 UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
59
60 If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
61 {
62 *Pointer<UInt>(tagCache + tagIndex) = indexQ;
63
64 readInput(indexQ);
Nicolas Capensdc2966a2018-10-31 11:25:15 -040065 program(indexQ);
Nicolas Capens68a82382018-10-02 13:16:55 -040066 computeClipFlags();
67
68 Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex));
69 writeCache(cacheLine0);
70 }
71
72 UInt cacheIndex = index & 0x0000003F;
73 Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
74 writeVertex(vertex, cacheLine);
75
Nicolas Capens68a82382018-10-02 13:16:55 -040076 vertex += sizeof(Vertex);
77 batch += sizeof(unsigned int);
78 vertexCount--;
79 }
80 Until(vertexCount == 0)
81
82 Return();
83 }
84
85 void VertexRoutine::readInput(UInt &index)
86 {
Chris Forbes7e6fff22019-02-10 20:18:50 +000087 for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i += 4)
Nicolas Capens68a82382018-10-02 13:16:55 -040088 {
Chris Forbes7e6fff22019-02-10 20:18:50 +000089 if (spirvShader->inputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED ||
90 spirvShader->inputs[i + 1].Type != SpirvShader::ATTRIBTYPE_UNUSED ||
91 spirvShader->inputs[i + 2].Type != SpirvShader::ATTRIBTYPE_UNUSED ||
92 spirvShader->inputs[i + 3].Type != SpirvShader::ATTRIBTYPE_UNUSED)
93 {
Nicolas Capens68a82382018-10-02 13:16:55 -040094
Chris Forbesfe3d4972019-02-22 17:21:23 -080095 Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, input) + sizeof(void *) * (i/4));
96 UInt stride = *Pointer<UInt>(data + OFFSET(DrawData, stride) + sizeof(unsigned int) * (i/4));
Chris Forbes7e6fff22019-02-10 20:18:50 +000097
Chris Forbesfe3d4972019-02-22 17:21:23 -080098 auto value = readStream(input, stride, state.input[i/4], index);
Chris Forbes64be7c72019-02-19 16:40:57 -080099 routine.inputs[i] = value.x;
100 routine.inputs[i+1] = value.y;
101 routine.inputs[i+2] = value.z;
102 routine.inputs[i+3] = value.w;
Chris Forbes7e6fff22019-02-10 20:18:50 +0000103 }
Nicolas Capens68a82382018-10-02 13:16:55 -0400104 }
105 }
106
107 void VertexRoutine::computeClipFlags()
108 {
Chris Forbes26f1a862019-02-02 15:23:01 -0800109 auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition);
110 assert(it != spirvShader->outputBuiltins.end());
111 assert(it->second.SizeInComponents == 4);
Ben Clayton47747612019-04-04 16:27:35 +0100112 auto &pos = routine.getVariable(it->second.Id);
Chris Forbes26f1a862019-02-02 15:23:01 -0800113 auto posX = pos[it->second.FirstComponent];
114 auto posY = pos[it->second.FirstComponent + 1];
115 auto posZ = pos[it->second.FirstComponent + 2];
116 auto posW = pos[it->second.FirstComponent + 3];
Nicolas Capens68a82382018-10-02 13:16:55 -0400117
Chris Forbes26f1a862019-02-02 15:23:01 -0800118 Int4 maxX = CmpLT(posW, posX);
119 Int4 maxY = CmpLT(posW, posY);
120 Int4 maxZ = CmpLT(posW, posZ);
121 Int4 minX = CmpNLE(-posW, posX);
122 Int4 minY = CmpNLE(-posW, posY);
123 Int4 minZ = CmpNLE(Float4(0.0f), posZ);
Nicolas Capens68a82382018-10-02 13:16:55 -0400124
125 clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing
126 clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4);
127 clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4);
128 clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4);
129 clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4);
130 clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4);
131
Chris Forbes26f1a862019-02-02 15:23:01 -0800132 Int4 finiteX = CmpLE(Abs(posX), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
133 Int4 finiteY = CmpLE(Abs(posY), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
134 Int4 finiteZ = CmpLE(Abs(posZ), *Pointer<Float4>(constants + OFFSET(Constants,maxPos)));
Nicolas Capens68a82382018-10-02 13:16:55 -0400135
136 Int4 finiteXYZ = finiteX & finiteY & finiteZ;
137 clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4);
Nicolas Capens68a82382018-10-02 13:16:55 -0400138 }
139
140 Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index)
141 {
142 const bool textureSampling = state.textureSampling;
143
144 Vector4f v;
145
146 Pointer<Byte> source0 = buffer + index * stride;
147 Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0);
148 Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0);
149 Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0);
150
Chris Forbes2e7f35b2019-01-17 09:51:39 -0800151 bool isNativeFloatAttrib = (stream.attribType == SpirvShader::ATTRIBTYPE_FLOAT) || stream.normalized;
Nicolas Capens68a82382018-10-02 13:16:55 -0400152
153 switch(stream.type)
154 {
155 case STREAMTYPE_FLOAT:
156 {
157 if(stream.count == 0)
158 {
159 // Null stream, all default components
160 }
161 else
162 {
163 if(stream.count == 1)
164 {
165 v.x.x = *Pointer<Float>(source0);
166 v.x.y = *Pointer<Float>(source1);
167 v.x.z = *Pointer<Float>(source2);
168 v.x.w = *Pointer<Float>(source3);
169 }
170 else
171 {
172 v.x = *Pointer<Float4>(source0);
173 v.y = *Pointer<Float4>(source1);
174 v.z = *Pointer<Float4>(source2);
175 v.w = *Pointer<Float4>(source3);
176
177 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
178 }
179
180 switch(stream.attribType)
181 {
Chris Forbes2e7f35b2019-01-17 09:51:39 -0800182 case SpirvShader::ATTRIBTYPE_INT:
Nicolas Capens68a82382018-10-02 13:16:55 -0400183 if(stream.count >= 1) v.x = As<Float4>(Int4(v.x));
184 if(stream.count >= 2) v.x = As<Float4>(Int4(v.y));
185 if(stream.count >= 3) v.x = As<Float4>(Int4(v.z));
186 if(stream.count >= 4) v.x = As<Float4>(Int4(v.w));
187 break;
Chris Forbes2e7f35b2019-01-17 09:51:39 -0800188 case SpirvShader::ATTRIBTYPE_UINT:
Nicolas Capens68a82382018-10-02 13:16:55 -0400189 if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x));
190 if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y));
191 if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z));
192 if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w));
193 break;
194 default:
195 break;
196 }
197 }
198 }
199 break;
200 case STREAMTYPE_BYTE:
201 if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float
202 {
203 v.x = Float4(*Pointer<Byte4>(source0));
204 v.y = Float4(*Pointer<Byte4>(source1));
205 v.z = Float4(*Pointer<Byte4>(source2));
206 v.w = Float4(*Pointer<Byte4>(source3));
207
208 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
209
210 if(stream.normalized)
211 {
212 if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
213 if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
214 if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
215 if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
216 }
217 }
218 else // Stream: UByte, Shader attrib: Int / UInt
219 {
220 v.x = As<Float4>(Int4(*Pointer<Byte4>(source0)));
221 v.y = As<Float4>(Int4(*Pointer<Byte4>(source1)));
222 v.z = As<Float4>(Int4(*Pointer<Byte4>(source2)));
223 v.w = As<Float4>(Int4(*Pointer<Byte4>(source3)));
224
225 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
226 }
227 break;
228 case STREAMTYPE_SBYTE:
229 if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float
230 {
231 v.x = Float4(*Pointer<SByte4>(source0));
232 v.y = Float4(*Pointer<SByte4>(source1));
233 v.z = Float4(*Pointer<SByte4>(source2));
234 v.w = Float4(*Pointer<SByte4>(source3));
235
236 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
237
238 if(stream.normalized)
239 {
240 if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
241 if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
242 if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
243 if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte));
244 }
245 }
246 else // Stream: SByte, Shader attrib: Int / UInt
247 {
248 v.x = As<Float4>(Int4(*Pointer<SByte4>(source0)));
249 v.y = As<Float4>(Int4(*Pointer<SByte4>(source1)));
250 v.z = As<Float4>(Int4(*Pointer<SByte4>(source2)));
251 v.w = As<Float4>(Int4(*Pointer<SByte4>(source3)));
252
253 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
254 }
255 break;
256 case STREAMTYPE_COLOR:
257 {
258 v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
259 v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
260 v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
261 v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte));
262
263 transpose4x4(v.x, v.y, v.z, v.w);
264
265 // Swap red and blue
266 Float4 t = v.x;
267 v.x = v.z;
268 v.z = t;
269 }
270 break;
271 case STREAMTYPE_SHORT:
272 if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
273 {
274 v.x = Float4(*Pointer<Short4>(source0));
275 v.y = Float4(*Pointer<Short4>(source1));
276 v.z = Float4(*Pointer<Short4>(source2));
277 v.w = Float4(*Pointer<Short4>(source3));
278
279 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
280
281 if(stream.normalized)
282 {
283 if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
284 if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
285 if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
286 if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort));
287 }
288 }
289 else // Stream: Short, Shader attrib: Int/UInt, no type conversion
290 {
291 v.x = As<Float4>(Int4(*Pointer<Short4>(source0)));
292 v.y = As<Float4>(Int4(*Pointer<Short4>(source1)));
293 v.z = As<Float4>(Int4(*Pointer<Short4>(source2)));
294 v.w = As<Float4>(Int4(*Pointer<Short4>(source3)));
295
296 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
297 }
298 break;
299 case STREAMTYPE_USHORT:
300 if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
301 {
302 v.x = Float4(*Pointer<UShort4>(source0));
303 v.y = Float4(*Pointer<UShort4>(source1));
304 v.z = Float4(*Pointer<UShort4>(source2));
305 v.w = Float4(*Pointer<UShort4>(source3));
306
307 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
308
309 if(stream.normalized)
310 {
311 if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
312 if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
313 if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
314 if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort));
315 }
316 }
317 else // Stream: UShort, Shader attrib: Int/UInt, no type conversion
318 {
319 v.x = As<Float4>(Int4(*Pointer<UShort4>(source0)));
320 v.y = As<Float4>(Int4(*Pointer<UShort4>(source1)));
321 v.z = As<Float4>(Int4(*Pointer<UShort4>(source2)));
322 v.w = As<Float4>(Int4(*Pointer<UShort4>(source3)));
323
324 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
325 }
326 break;
327 case STREAMTYPE_INT:
328 if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float
329 {
330 v.x = Float4(*Pointer<Int4>(source0));
331 v.y = Float4(*Pointer<Int4>(source1));
332 v.z = Float4(*Pointer<Int4>(source2));
333 v.w = Float4(*Pointer<Int4>(source3));
334
335 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
336
337 if(stream.normalized)
338 {
339 if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
340 if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
341 if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
342 if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt));
343 }
344 }
345 else // Stream: Int, Shader attrib: Int/UInt, no type conversion
346 {
347 v.x = *Pointer<Float4>(source0);
348 v.y = *Pointer<Float4>(source1);
349 v.z = *Pointer<Float4>(source2);
350 v.w = *Pointer<Float4>(source3);
351
352 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
353 }
354 break;
355 case STREAMTYPE_UINT:
356 if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float
357 {
358 v.x = Float4(*Pointer<UInt4>(source0));
359 v.y = Float4(*Pointer<UInt4>(source1));
360 v.z = Float4(*Pointer<UInt4>(source2));
361 v.w = Float4(*Pointer<UInt4>(source3));
362
363 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
364
365 if(stream.normalized)
366 {
367 if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
368 if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
369 if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
370 if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt));
371 }
372 }
373 else // Stream: UInt, Shader attrib: Int/UInt, no type conversion
374 {
375 v.x = *Pointer<Float4>(source0);
376 v.y = *Pointer<Float4>(source1);
377 v.z = *Pointer<Float4>(source2);
378 v.w = *Pointer<Float4>(source3);
379
380 transpose4xN(v.x, v.y, v.z, v.w, stream.count);
381 }
382 break;
Nicolas Capens68a82382018-10-02 13:16:55 -0400383 case STREAMTYPE_HALF:
384 {
385 if(stream.count >= 1)
386 {
387 UShort x0 = *Pointer<UShort>(source0 + 0);
388 UShort x1 = *Pointer<UShort>(source1 + 0);
389 UShort x2 = *Pointer<UShort>(source2 + 0);
390 UShort x3 = *Pointer<UShort>(source3 + 0);
391
392 v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4);
393 v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4);
394 v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4);
395 v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4);
396 }
397
398 if(stream.count >= 2)
399 {
400 UShort y0 = *Pointer<UShort>(source0 + 2);
401 UShort y1 = *Pointer<UShort>(source1 + 2);
402 UShort y2 = *Pointer<UShort>(source2 + 2);
403 UShort y3 = *Pointer<UShort>(source3 + 2);
404
405 v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4);
406 v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4);
407 v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4);
408 v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4);
409 }
410
411 if(stream.count >= 3)
412 {
413 UShort z0 = *Pointer<UShort>(source0 + 4);
414 UShort z1 = *Pointer<UShort>(source1 + 4);
415 UShort z2 = *Pointer<UShort>(source2 + 4);
416 UShort z3 = *Pointer<UShort>(source3 + 4);
417
418 v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4);
419 v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4);
420 v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4);
421 v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4);
422 }
423
424 if(stream.count >= 4)
425 {
426 UShort w0 = *Pointer<UShort>(source0 + 6);
427 UShort w1 = *Pointer<UShort>(source1 + 6);
428 UShort w2 = *Pointer<UShort>(source2 + 6);
429 UShort w3 = *Pointer<UShort>(source3 + 6);
430
431 v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4);
432 v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4);
433 v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4);
434 v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4);
435 }
436 }
437 break;
Nicolas Capens68a82382018-10-02 13:16:55 -0400438 case STREAMTYPE_2_10_10_10_INT:
439 {
440 Int4 src;
441 src = Insert(src, *Pointer<Int>(source0), 0);
442 src = Insert(src, *Pointer<Int>(source1), 1);
443 src = Insert(src, *Pointer<Int>(source2), 2);
444 src = Insert(src, *Pointer<Int>(source3), 3);
445
446 v.x = Float4((src << 22) >> 22);
447 v.y = Float4((src << 12) >> 22);
448 v.z = Float4((src << 02) >> 22);
449 v.w = Float4(src >> 30);
450
451 if(stream.normalized)
452 {
453 v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f));
454 v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f));
455 v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f));
456 v.w = Max(v.w, Float4(-1.0f));
457 }
458 }
459 break;
460 case STREAMTYPE_2_10_10_10_UINT:
461 {
462 Int4 src;
463 src = Insert(src, *Pointer<Int>(source0), 0);
464 src = Insert(src, *Pointer<Int>(source1), 1);
465 src = Insert(src, *Pointer<Int>(source2), 2);
466 src = Insert(src, *Pointer<Int>(source3), 3);
467
468 v.x = Float4(src & Int4(0x3FF));
469 v.y = Float4((src >> 10) & Int4(0x3FF));
470 v.z = Float4((src >> 20) & Int4(0x3FF));
471 v.w = Float4((src >> 30) & Int4(0x3));
472
473 if(stream.normalized)
474 {
475 v.x *= Float4(1.0f / 0x3FF);
476 v.y *= Float4(1.0f / 0x3FF);
477 v.z *= Float4(1.0f / 0x3FF);
478 v.w *= Float4(1.0f / 0x3);
479 }
480 }
481 break;
482 default:
483 ASSERT(false);
484 }
485
486 if(stream.count < 1) v.x = Float4(0.0f);
487 if(stream.count < 2) v.y = Float4(0.0f);
488 if(stream.count < 3) v.z = Float4(0.0f);
489 if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0));
490
491 return v;
492 }
493
Nicolas Capens68a82382018-10-02 13:16:55 -0400494 void VertexRoutine::writeCache(Pointer<Byte> &cacheLine)
495 {
496 Vector4f v;
497
Chris Forbes7e6fff22019-02-10 20:18:50 +0000498 for (int i = 0; i < MAX_INTERFACE_COMPONENTS; i += 4)
Nicolas Capens68a82382018-10-02 13:16:55 -0400499 {
Chris Forbes7e6fff22019-02-10 20:18:50 +0000500 if (spirvShader->outputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED ||
501 spirvShader->outputs[i+1].Type != SpirvShader::ATTRIBTYPE_UNUSED ||
502 spirvShader->outputs[i+2].Type != SpirvShader::ATTRIBTYPE_UNUSED ||
503 spirvShader->outputs[i+3].Type != SpirvShader::ATTRIBTYPE_UNUSED)
Nicolas Capens68a82382018-10-02 13:16:55 -0400504 {
Chris Forbes64be7c72019-02-19 16:40:57 -0800505 v.x = routine.outputs[i];
506 v.y = routine.outputs[i+1];
507 v.z = routine.outputs[i+2];
508 v.w = routine.outputs[i+3];
Nicolas Capens68a82382018-10-02 13:16:55 -0400509
Chris Forbes7e6fff22019-02-10 20:18:50 +0000510 transpose4x4(v.x, v.y, v.z, v.w);
Nicolas Capens68a82382018-10-02 13:16:55 -0400511
Chris Forbes7e6fff22019-02-10 20:18:50 +0000512 *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x;
513 *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y;
514 *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z;
515 *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w;
Nicolas Capens68a82382018-10-02 13:16:55 -0400516 }
517 }
518
519 *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF;
520 *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF;
521 *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF;
522 *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF;
523
524 // Viewport transform
Chris Forbes26f1a862019-02-02 15:23:01 -0800525 auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition);
526 assert(it != spirvShader->outputBuiltins.end());
527 assert(it->second.SizeInComponents == 4);
Ben Clayton47747612019-04-04 16:27:35 +0100528 auto &pos = routine.getVariable(it->second.Id);
Chris Forbes26f1a862019-02-02 15:23:01 -0800529 auto posX = pos[it->second.FirstComponent];
530 auto posY = pos[it->second.FirstComponent + 1];
531 auto posZ = pos[it->second.FirstComponent + 2];
532 auto posW = pos[it->second.FirstComponent + 3];
Nicolas Capens68a82382018-10-02 13:16:55 -0400533
Chris Forbes26f1a862019-02-02 15:23:01 -0800534 v.x = posX;
535 v.y = posY;
536 v.z = posZ;
537 v.w = posW;
538
539 // Write the builtin pos into the vertex; it's not going to be consumed by the FS, but may need to reproject if we have to clip.
540 Vector4f v2 = v;
541 transpose4x4(v2.x, v2.y, v2.z, v2.w);
542
543 *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 0, 16) = v2.x;
544 *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 1, 16) = v2.y;
545 *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 2, 16) = v2.z;
546 *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 3, 16) = v2.w;
Nicolas Capens68a82382018-10-02 13:16:55 -0400547
Nicolas Capens68a82382018-10-02 13:16:55 -0400548 Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f))));
549 Float4 rhw = Float4(1.0f) / w;
550
551 v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16))));
552 v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16))));
553 v.z = v.z * rhw;
554 v.w = rhw;
555
556 transpose4x4(v.x, v.y, v.z, v.w);
557
Chris Forbes26f1a862019-02-02 15:23:01 -0800558 *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 0, 16) = v.x;
559 *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 1, 16) = v.y;
560 *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 2, 16) = v.z;
561 *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 3, 16) = v.w;
Chris Forbes54c47722019-02-25 13:35:59 -0800562
563 it = spirvShader->outputBuiltins.find(spv::BuiltInPointSize);
564 if (it != spirvShader->outputBuiltins.end())
565 {
566 assert(it->second.SizeInComponents == 1);
Ben Clayton47747612019-04-04 16:27:35 +0100567 auto psize = routine.getVariable(it->second.Id)[it->second.FirstComponent];
Chris Forbes54c47722019-02-25 13:35:59 -0800568 *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 0) = Extract(psize, 0);
569 *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 1) = Extract(psize, 1);
570 *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 2) = Extract(psize, 2);
571 *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 3) = Extract(psize, 3);
572 }
Nicolas Capens68a82382018-10-02 13:16:55 -0400573 }
574
575 void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache)
576 {
Chris Forbes26f1a862019-02-02 15:23:01 -0800577 for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i++)
Nicolas Capens68a82382018-10-02 13:16:55 -0400578 {
Chris Forbes26f1a862019-02-02 15:23:01 -0800579 if(spirvShader->outputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED)
Nicolas Capens68a82382018-10-02 13:16:55 -0400580 {
Chris Forbes26f1a862019-02-02 15:23:01 -0800581 *Pointer<Int>(vertex + OFFSET(Vertex, v[i]), 4) = *Pointer<Int>(cache + OFFSET(Vertex, v[i]), 4);
Nicolas Capens68a82382018-10-02 13:16:55 -0400582 }
583 }
584
Chris Forbes26f1a862019-02-02 15:23:01 -0800585 *Pointer<Int4>(vertex + OFFSET(Vertex,projected)) = *Pointer<Int4>(cache + OFFSET(Vertex,projected));
Nicolas Capens68a82382018-10-02 13:16:55 -0400586 *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags));
Chris Forbes26f1a862019-02-02 15:23:01 -0800587 *Pointer<Int4>(vertex + OFFSET(Vertex,builtins.position)) = *Pointer<Int4>(cache + OFFSET(Vertex,builtins.position));
588 *Pointer<Int>(vertex + OFFSET(Vertex,builtins.pointSize)) = *Pointer<Int>(cache + OFFSET(Vertex,builtins.pointSize));
589
Nicolas Capens68a82382018-10-02 13:16:55 -0400590 }
Nicolas Capens68a82382018-10-02 13:16:55 -0400591}