// 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 "VertexProcessor.hpp" #include "Math.hpp" #include "VertexPipeline.hpp" #include "VertexProgram.hpp" #include "VertexShader.hpp" #include "PixelShader.hpp" #include "Constants.hpp" #include "Debug.hpp" #include <string.h> namespace sw { bool precacheVertex = false; void VertexCache::clear() { for(int i = 0; i < 16; i++) { tag[i] = 0x80000000; } } unsigned int VertexProcessor::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; } VertexProcessor::State::State() { memset(this, 0, sizeof(State)); } bool VertexProcessor::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; } VertexProcessor::TransformFeedbackInfo::TransformFeedbackInfo() { buffer = nullptr; offset = 0; reg = 0; row = 0; col = 0; stride = 0; } VertexProcessor::UniformBufferInfo::UniformBufferInfo() { buffer = nullptr; offset = 0; } VertexProcessor::VertexProcessor(Context *context) : context(context) { for(int i = 0; i < 12; i++) { M[i] = 1; } V = 1; B = 1; P = 0; PB = 0; PBV = 0; for(int i = 0; i < 12; i++) { PBVM[i] = 0; } setLightingEnable(true); setSpecularEnable(false); for(int i = 0; i < 8; i++) { setLightEnable(i, false); setLightPosition(i, 0); } updateMatrix = true; updateViewMatrix = true; updateBaseMatrix = true; updateProjectionMatrix = true; updateLighting = true; for(int i = 0; i < 12; i++) { updateModelMatrix[i] = true; } routineCache = 0; setRoutineCacheSize(1024); } VertexProcessor::~VertexProcessor() { delete routineCache; routineCache = 0; } void VertexProcessor::setInputStream(int index, const Stream &stream) { context->input[index] = stream; } void VertexProcessor::resetInputStreams(bool preTransformed) { for(int i = 0; i < MAX_VERTEX_INPUTS; i++) { context->input[i].defaults(); } context->preTransformed = preTransformed; } void VertexProcessor::setFloatConstant(unsigned int index, const float value[4]) { if(index < VERTEX_UNIFORM_VECTORS) { c[index][0] = value[0]; c[index][1] = value[1]; c[index][2] = value[2]; c[index][3] = value[3]; } else ASSERT(false); } void VertexProcessor::setIntegerConstant(unsigned int index, const int integer[4]) { if(index < 16) { i[index][0] = integer[0]; i[index][1] = integer[1]; i[index][2] = integer[2]; i[index][3] = integer[3]; } else ASSERT(false); } void VertexProcessor::setBooleanConstant(unsigned int index, int boolean) { if(index < 16) { b[index] = boolean != 0; } else ASSERT(false); } void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset) { uniformBufferInfo[index].buffer = buffer; uniformBufferInfo[index].offset = offset; } void VertexProcessor::lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]) { for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i) { u[i] = uniformBufferInfo[i].buffer ? static_cast<byte*>(uniformBufferInfo[i].buffer->lock(PUBLIC, PRIVATE)) + uniformBufferInfo[i].offset : nullptr; uniformBuffers[i] = uniformBufferInfo[i].buffer; } } void VertexProcessor::setTransformFeedbackBuffer(int index, sw::Resource* buffer, int offset, unsigned int reg, unsigned int row, unsigned int col, size_t stride) { transformFeedbackInfo[index].buffer = buffer; transformFeedbackInfo[index].offset = offset; transformFeedbackInfo[index].reg = reg; transformFeedbackInfo[index].row = row; transformFeedbackInfo[index].col = col; transformFeedbackInfo[index].stride = stride; } void VertexProcessor::lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]) { for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++i) { t[i] = transformFeedbackInfo[i].buffer ? static_cast<byte*>(transformFeedbackInfo[i].buffer->lock(PUBLIC, PRIVATE)) + transformFeedbackInfo[i].offset : nullptr; transformFeedbackBuffers[i] = transformFeedbackInfo[i].buffer; v[i] = transformFeedbackInfo[i].reg; r[i] = transformFeedbackInfo[i].row; c[i] = transformFeedbackInfo[i].col; s[i] = transformFeedbackInfo[i].stride; } } void VertexProcessor::setModelMatrix(const Matrix &M, int i) { if(i < 12) { this->M[i] = M; updateMatrix = true; updateModelMatrix[i] = true; updateLighting = true; } else ASSERT(false); } void VertexProcessor::setViewMatrix(const Matrix &V) { this->V = V; updateMatrix = true; updateViewMatrix = true; } void VertexProcessor::setBaseMatrix(const Matrix &B) { this->B = B; updateMatrix = true; updateBaseMatrix = true; } void VertexProcessor::setProjectionMatrix(const Matrix &P) { this->P = P; context->wBasedFog = (P[3][0] != 0.0f) || (P[3][1] != 0.0f) || (P[3][2] != 0.0f) || (P[3][3] != 1.0f); updateMatrix = true; updateProjectionMatrix = true; } void VertexProcessor::setLightingEnable(bool lightingEnable) { context->setLightingEnable(lightingEnable); updateLighting = true; } void VertexProcessor::setLightEnable(unsigned int light, bool lightEnable) { if(light < 8) { context->setLightEnable(light, lightEnable); } else ASSERT(false); updateLighting = true; } void VertexProcessor::setSpecularEnable(bool specularEnable) { context->setSpecularEnable(specularEnable); updateLighting = true; } void VertexProcessor::setLightPosition(unsigned int light, const Point &lightPosition) { if(light < 8) { context->setLightPosition(light, lightPosition); } else ASSERT(false); updateLighting = true; } void VertexProcessor::setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse) { if(light < 8) { ff.lightDiffuse[light][0] = lightDiffuse.r; ff.lightDiffuse[light][1] = lightDiffuse.g; ff.lightDiffuse[light][2] = lightDiffuse.b; ff.lightDiffuse[light][3] = lightDiffuse.a; } else ASSERT(false); } void VertexProcessor::setLightSpecular(unsigned int light, const Color<float> &lightSpecular) { if(light < 8) { ff.lightSpecular[light][0] = lightSpecular.r; ff.lightSpecular[light][1] = lightSpecular.g; ff.lightSpecular[light][2] = lightSpecular.b; ff.lightSpecular[light][3] = lightSpecular.a; } else ASSERT(false); } void VertexProcessor::setLightAmbient(unsigned int light, const Color<float> &lightAmbient) { if(light < 8) { ff.lightAmbient[light][0] = lightAmbient.r; ff.lightAmbient[light][1] = lightAmbient.g; ff.lightAmbient[light][2] = lightAmbient.b; ff.lightAmbient[light][3] = lightAmbient.a; } else ASSERT(false); } void VertexProcessor::setLightAttenuation(unsigned int light, float constant, float linear, float quadratic) { if(light < 8) { ff.attenuationConstant[light] = replicate(constant); ff.attenuationLinear[light] = replicate(linear); ff.attenuationQuadratic[light] = replicate(quadratic); } else ASSERT(false); } void VertexProcessor::setLightRange(unsigned int light, float lightRange) { if(light < 8) { ff.lightRange[light] = lightRange; } else ASSERT(false); } void VertexProcessor::setFogEnable(bool fogEnable) { context->fogEnable = fogEnable; } void VertexProcessor::setVertexFogMode(FogMode fogMode) { context->vertexFogMode = fogMode; } void VertexProcessor::setInstanceID(int instanceID) { context->instanceID = instanceID; } void VertexProcessor::setColorVertexEnable(bool colorVertexEnable) { context->setColorVertexEnable(colorVertexEnable); } void VertexProcessor::setDiffuseMaterialSource(MaterialSource diffuseMaterialSource) { context->setDiffuseMaterialSource(diffuseMaterialSource); } void VertexProcessor::setSpecularMaterialSource(MaterialSource specularMaterialSource) { context->setSpecularMaterialSource(specularMaterialSource); } void VertexProcessor::setAmbientMaterialSource(MaterialSource ambientMaterialSource) { context->setAmbientMaterialSource(ambientMaterialSource); } void VertexProcessor::setEmissiveMaterialSource(MaterialSource emissiveMaterialSource) { context->setEmissiveMaterialSource(emissiveMaterialSource); } void VertexProcessor::setGlobalAmbient(const Color<float> &globalAmbient) { ff.globalAmbient[0] = globalAmbient.r; ff.globalAmbient[1] = globalAmbient.g; ff.globalAmbient[2] = globalAmbient.b; ff.globalAmbient[3] = globalAmbient.a; } void VertexProcessor::setMaterialEmission(const Color<float> &emission) { ff.materialEmission[0] = emission.r; ff.materialEmission[1] = emission.g; ff.materialEmission[2] = emission.b; ff.materialEmission[3] = emission.a; } void VertexProcessor::setMaterialAmbient(const Color<float> &materialAmbient) { ff.materialAmbient[0] = materialAmbient.r; ff.materialAmbient[1] = materialAmbient.g; ff.materialAmbient[2] = materialAmbient.b; ff.materialAmbient[3] = materialAmbient.a; } void VertexProcessor::setMaterialDiffuse(const Color<float> &diffuseColor) { ff.materialDiffuse[0] = diffuseColor.r; ff.materialDiffuse[1] = diffuseColor.g; ff.materialDiffuse[2] = diffuseColor.b; ff.materialDiffuse[3] = diffuseColor.a; } void VertexProcessor::setMaterialSpecular(const Color<float> &specularColor) { ff.materialSpecular[0] = specularColor.r; ff.materialSpecular[1] = specularColor.g; ff.materialSpecular[2] = specularColor.b; ff.materialSpecular[3] = specularColor.a; } void VertexProcessor::setMaterialShininess(float specularPower) { ff.materialShininess = specularPower; } void VertexProcessor::setLightViewPosition(unsigned int light, const Point &P) { if(light < 8) { ff.lightPosition[light][0] = P.x; ff.lightPosition[light][1] = P.y; ff.lightPosition[light][2] = P.z; ff.lightPosition[light][3] = 1; } else ASSERT(false); } void VertexProcessor::setRangeFogEnable(bool enable) { context->rangeFogEnable = enable; } void VertexProcessor::setIndexedVertexBlendEnable(bool indexedVertexBlendEnable) { context->indexedVertexBlendEnable = indexedVertexBlendEnable; } void VertexProcessor::setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount) { if(vertexBlendMatrixCount <= 4) { context->vertexBlendMatrixCount = vertexBlendMatrixCount; } else ASSERT(false); } void VertexProcessor::setTextureWrap(unsigned int stage, int mask) { if(stage < TEXTURE_IMAGE_UNITS) { context->textureWrap[stage] = mask; } else ASSERT(false); context->textureWrapActive = false; for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) { context->textureWrapActive |= (context->textureWrap[i] != 0x00); } } void VertexProcessor::setTexGen(unsigned int stage, TexGen texGen) { if(stage < 8) { context->texGen[stage] = texGen; } else ASSERT(false); } void VertexProcessor::setLocalViewer(bool localViewer) { context->localViewer = localViewer; } void VertexProcessor::setNormalizeNormals(bool normalizeNormals) { context->normalizeNormals = normalizeNormals; } void VertexProcessor::setTextureMatrix(int stage, const Matrix &T) { for(int i = 0; i < 4; i++) { for(int j = 0; j < 4; j++) { ff.textureTransform[stage][i][j] = T[i][j]; } } } void VertexProcessor::setTextureTransform(int stage, int count, bool project) { context->textureTransformCount[stage] = count; context->textureTransformProject[stage] = project; } void VertexProcessor::setTextureFilter(unsigned int sampler, FilterType textureFilter) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setTextureFilter(textureFilter); } else ASSERT(false); } void VertexProcessor::setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapFilter(mipmapFilter); } else ASSERT(false); } void VertexProcessor::setGatherEnable(unsigned int sampler, bool enable) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setGatherEnable(enable); } else ASSERT(false); } void VertexProcessor::setAddressingModeU(unsigned int sampler, AddressingMode addressMode) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeU(addressMode); } else ASSERT(false); } void VertexProcessor::setAddressingModeV(unsigned int sampler, AddressingMode addressMode) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeV(addressMode); } else ASSERT(false); } void VertexProcessor::setAddressingModeW(unsigned int sampler, AddressingMode addressMode) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeW(addressMode); } else ASSERT(false); } void VertexProcessor::setReadSRGB(unsigned int sampler, bool sRGB) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setReadSRGB(sRGB); } else ASSERT(false); } void VertexProcessor::setMipmapLOD(unsigned int sampler, float bias) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapLOD(bias); } else ASSERT(false); } void VertexProcessor::setBorderColor(unsigned int sampler, const Color<float> &borderColor) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBorderColor(borderColor); } else ASSERT(false); } void VertexProcessor::setMaxAnisotropy(unsigned int sampler, float maxAnisotropy) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxAnisotropy(maxAnisotropy); } else ASSERT(false); } void VertexProcessor::setSwizzleR(unsigned int sampler, SwizzleType swizzleR) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleR(swizzleR); } else ASSERT(false); } void VertexProcessor::setSwizzleG(unsigned int sampler, SwizzleType swizzleG) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleG(swizzleG); } else ASSERT(false); } void VertexProcessor::setSwizzleB(unsigned int sampler, SwizzleType swizzleB) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleB(swizzleB); } else ASSERT(false); } void VertexProcessor::setSwizzleA(unsigned int sampler, SwizzleType swizzleA) { if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) { context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleA(swizzleA); } else ASSERT(false); } void VertexProcessor::setPointSize(float pointSize) { point.pointSize = replicate(pointSize); } void VertexProcessor::setPointSizeMin(float pointSizeMin) { point.pointSizeMin = pointSizeMin; } void VertexProcessor::setPointSizeMax(float pointSizeMax) { point.pointSizeMax = pointSizeMax; } void VertexProcessor::setPointScaleA(float pointScaleA) { point.pointScaleA = pointScaleA; } void VertexProcessor::setPointScaleB(float pointScaleB) { point.pointScaleB = pointScaleB; } void VertexProcessor::setPointScaleC(float pointScaleC) { point.pointScaleC = pointScaleC; } void VertexProcessor::setTransformFeedbackQueryEnabled(bool enable) { context->transformFeedbackQueryEnabled = enable; } void VertexProcessor::enableTransformFeedback(uint64_t enable) { context->transformFeedbackEnabled = enable; } const Matrix &VertexProcessor::getModelTransform(int i) { updateTransform(); return PBVM[i]; } const Matrix &VertexProcessor::getViewTransform() { updateTransform(); return PBV; } bool VertexProcessor::isFixedFunction() { return !context->vertexShader; } void VertexProcessor::setTransform(const Matrix &M, int i) { ff.transformT[i][0][0] = M[0][0]; ff.transformT[i][0][1] = M[1][0]; ff.transformT[i][0][2] = M[2][0]; ff.transformT[i][0][3] = M[3][0]; ff.transformT[i][1][0] = M[0][1]; ff.transformT[i][1][1] = M[1][1]; ff.transformT[i][1][2] = M[2][1]; ff.transformT[i][1][3] = M[3][1]; ff.transformT[i][2][0] = M[0][2]; ff.transformT[i][2][1] = M[1][2]; ff.transformT[i][2][2] = M[2][2]; ff.transformT[i][2][3] = M[3][2]; ff.transformT[i][3][0] = M[0][3]; ff.transformT[i][3][1] = M[1][3]; ff.transformT[i][3][2] = M[2][3]; ff.transformT[i][3][3] = M[3][3]; } void VertexProcessor::setCameraTransform(const Matrix &M, int i) { ff.cameraTransformT[i][0][0] = M[0][0]; ff.cameraTransformT[i][0][1] = M[1][0]; ff.cameraTransformT[i][0][2] = M[2][0]; ff.cameraTransformT[i][0][3] = M[3][0]; ff.cameraTransformT[i][1][0] = M[0][1]; ff.cameraTransformT[i][1][1] = M[1][1]; ff.cameraTransformT[i][1][2] = M[2][1]; ff.cameraTransformT[i][1][3] = M[3][1]; ff.cameraTransformT[i][2][0] = M[0][2]; ff.cameraTransformT[i][2][1] = M[1][2]; ff.cameraTransformT[i][2][2] = M[2][2]; ff.cameraTransformT[i][2][3] = M[3][2]; ff.cameraTransformT[i][3][0] = M[0][3]; ff.cameraTransformT[i][3][1] = M[1][3]; ff.cameraTransformT[i][3][2] = M[2][3]; ff.cameraTransformT[i][3][3] = M[3][3]; } void VertexProcessor::setNormalTransform(const Matrix &M, int i) { ff.normalTransformT[i][0][0] = M[0][0]; ff.normalTransformT[i][0][1] = M[1][0]; ff.normalTransformT[i][0][2] = M[2][0]; ff.normalTransformT[i][0][3] = M[3][0]; ff.normalTransformT[i][1][0] = M[0][1]; ff.normalTransformT[i][1][1] = M[1][1]; ff.normalTransformT[i][1][2] = M[2][1]; ff.normalTransformT[i][1][3] = M[3][1]; ff.normalTransformT[i][2][0] = M[0][2]; ff.normalTransformT[i][2][1] = M[1][2]; ff.normalTransformT[i][2][2] = M[2][2]; ff.normalTransformT[i][2][3] = M[3][2]; ff.normalTransformT[i][3][0] = M[0][3]; ff.normalTransformT[i][3][1] = M[1][3]; ff.normalTransformT[i][3][2] = M[2][3]; ff.normalTransformT[i][3][3] = M[3][3]; } void VertexProcessor::updateTransform() { if(!updateMatrix) return; int activeMatrices = context->indexedVertexBlendEnable ? 12 : max(context->vertexBlendMatrixCount, 1); if(updateProjectionMatrix) { PB = P * B; PBV = PB * V; for(int i = 0; i < activeMatrices; i++) { PBVM[i] = PBV * M[i]; updateModelMatrix[i] = false; } updateProjectionMatrix = false; updateBaseMatrix = false; updateViewMatrix = false; } if(updateBaseMatrix) { PB = P * B; PBV = PB * V; for(int i = 0; i < activeMatrices; i++) { PBVM[i] = PBV * M[i]; updateModelMatrix[i] = false; } updateBaseMatrix = false; updateViewMatrix = false; } if(updateViewMatrix) { PBV = PB * V; for(int i = 0; i < activeMatrices; i++) { PBVM[i] = PBV * M[i]; updateModelMatrix[i] = false; } updateViewMatrix = false; } for(int i = 0; i < activeMatrices; i++) { if(updateModelMatrix[i]) { PBVM[i] = PBV * M[i]; updateModelMatrix[i] = false; } } for(int i = 0; i < activeMatrices; i++) { setTransform(PBVM[i], i); setCameraTransform(B * V * M[i], i); setNormalTransform(~!(B * V * M[i]), i); } updateMatrix = false; } void VertexProcessor::setRoutineCacheSize(int cacheSize) { delete routineCache; routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536), precacheVertex ? "sw-vertex" : 0); } const VertexProcessor::State VertexProcessor::update(DrawType drawType) { if(isFixedFunction()) { updateTransform(); if(updateLighting) { for(int i = 0; i < 8; i++) { if(context->vertexLightActive(i)) { // Light position in camera coordinates setLightViewPosition(i, B * V * context->getLightPosition(i)); } } updateLighting = false; } } State state; if(context->vertexShader) { state.shaderID = context->vertexShader->getSerialID(); } else { state.shaderID = 0; } state.fixedFunction = !context->vertexShader && context->pixelShaderVersion() < 0x0300; state.textureSampling = context->vertexShader ? context->vertexShader->containsTextureSampling() : false; state.positionRegister = context->vertexShader ? context->vertexShader->positionRegister : Pos; state.pointSizeRegister = context->vertexShader ? context->vertexShader->pointSizeRegister : Pts; state.vertexBlendMatrixCount = context->vertexBlendMatrixCountActive(); state.indexedVertexBlendEnable = context->indexedVertexBlendActive(); state.vertexNormalActive = context->vertexNormalActive(); state.normalizeNormals = context->normalizeNormalsActive(); state.vertexLightingActive = context->vertexLightingActive(); state.diffuseActive = context->diffuseActive(); state.specularActive = context->specularActive(); state.vertexSpecularActive = context->vertexSpecularActive(); state.vertexLightActive = context->vertexLightActive(0) << 0 | context->vertexLightActive(1) << 1 | context->vertexLightActive(2) << 2 | context->vertexLightActive(3) << 3 | context->vertexLightActive(4) << 4 | context->vertexLightActive(5) << 5 | context->vertexLightActive(6) << 6 | context->vertexLightActive(7) << 7; state.vertexDiffuseMaterialSourceActive = context->vertexDiffuseMaterialSourceActive(); state.vertexSpecularMaterialSourceActive = context->vertexSpecularMaterialSourceActive(); state.vertexAmbientMaterialSourceActive = context->vertexAmbientMaterialSourceActive(); state.vertexEmissiveMaterialSourceActive = context->vertexEmissiveMaterialSourceActive(); state.fogActive = context->fogActive(); state.vertexFogMode = context->vertexFogModeActive(); state.rangeFogActive = context->rangeFogActive(); state.localViewerActive = context->localViewerActive(); state.pointSizeActive = context->pointSizeActive(); state.pointScaleActive = context->pointScaleActive(); state.preTransformed = context->preTransformed; state.superSampling = context->getSuperSampleCount() > 1; state.multiSampling = context->getMultiSampleCount() > 1; state.transformFeedbackQueryEnabled = context->transformFeedbackQueryEnabled; state.transformFeedbackEnabled = context->transformFeedbackEnabled; // Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback, // which is an OpenGL ES 3.0 feature, and OpenGL ES 3.0 doesn't support quads as a primitive type. DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF); state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST); for(int i = 0; i < MAX_VERTEX_INPUTS; i++) { state.input[i].type = context->input[i].type; state.input[i].count = context->input[i].count; state.input[i].normalized = context->input[i].normalized; } if(!context->vertexShader) { for(int i = 0; i < 8; i++) { // state.textureState[i].vertexTextureActive = context->vertexTextureActive(i, 0); state.textureState[i].texGenActive = context->texGenActive(i); state.textureState[i].textureTransformCountActive = context->textureTransformCountActive(i); state.textureState[i].texCoordIndexActive = context->texCoordIndexActive(i); } } else { for(unsigned int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) { if(context->vertexShader->usesSampler(i)) { state.samplerState[i] = context->sampler[TEXTURE_IMAGE_UNITS + i].samplerState(); } } } if(context->vertexShader) // FIXME: Also when pre-transformed? { for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) { state.output[i].xWrite = context->vertexShader->output[i][0].active(); state.output[i].yWrite = context->vertexShader->output[i][1].active(); state.output[i].zWrite = context->vertexShader->output[i][2].active(); state.output[i].wWrite = context->vertexShader->output[i][3].active(); } } else if(!context->preTransformed || context->pixelShaderVersion() < 0x0300) { state.output[Pos].write = 0xF; if(context->diffuseActive() && (context->lightingEnable || context->input[Color0])) { state.output[C0].write = 0xF; } if(context->specularActive()) { state.output[C1].write = 0xF; } for(int stage = 0; stage < 8; stage++) { if(context->texCoordActive(stage, 0)) state.output[T0 + stage].write |= 0x01; if(context->texCoordActive(stage, 1)) state.output[T0 + stage].write |= 0x02; if(context->texCoordActive(stage, 2)) state.output[T0 + stage].write |= 0x04; if(context->texCoordActive(stage, 3)) state.output[T0 + stage].write |= 0x08; } if(context->fogActive()) { state.output[Fog].xWrite = true; } if(context->pointSizeActive()) { state.output[Pts].yWrite = true; } } else { state.output[Pos].write = 0xF; for(int i = 0; i < 2; i++) { if(context->input[Color0 + i]) { state.output[C0 + i].write = 0xF; } } for(int i = 0; i < 8; i++) { if(context->input[TexCoord0 + i]) { state.output[T0 + i].write = 0xF; } } if(context->input[PointSize]) { state.output[Pts].yWrite = true; } } if(context->vertexShaderVersion() < 0x0300) { state.output[C0].clamp = 0xF; state.output[C1].clamp = 0xF; state.output[Fog].xClamp = true; } state.hash = state.computeHash(); return state; } Routine *VertexProcessor::routine(const State &state) { Routine *routine = routineCache->query(state); if(!routine) // Create one { VertexRoutine *generator = 0; if(state.fixedFunction) { generator = new VertexPipeline(state); } else { generator = new VertexProgram(state, context->vertexShader); } generator->generate(); routine = (*generator)(L"VertexRoutine_%0.8X", state.shaderID); delete generator; routineCache->add(state, routine); } return routine; } }