// 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" namespace sw { extern bool complementaryDepthBuffer; extern bool fullPixelPositionRegister; bool precacheSetup = false; unsigned int SetupProcessor::States::computeHash() { unsigned int *state = (unsigned int*)this; unsigned int hash = 0; for(unsigned int i = 0; i < sizeof(States) / 4; i++) { hash ^= state[i]; } return hash; } SetupProcessor::State::State(int i) { memset(this, 0, sizeof(State)); } bool SetupProcessor::State::operator==(const State &state) const { if(hash != state.hash) { return false; } return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0; } SetupProcessor::SetupProcessor(Context *context) : context(context) { routineCache = 0; setRoutineCacheSize(1024); } SetupProcessor::~SetupProcessor() { delete routineCache; routineCache = 0; } 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; } Routine *SetupProcessor::routine(const State &state) { Routine *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), precacheSetup ? "sw-setup" : 0); } }