// 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. #ifndef sw_VertexProcessor_hpp #define sw_VertexProcessor_hpp #include "Matrix.hpp" #include "Context.hpp" #include "RoutineCache.hpp" #include "Shader/VertexShader.hpp" namespace sw { struct DrawData; struct VertexCache // FIXME: Variable size { void clear(); Vertex vertex[16][4]; unsigned int tag[16]; int drawCall; }; struct VertexTask { unsigned int vertexCount; unsigned int primitiveStart; VertexCache vertexCache; }; class VertexProcessor { public: struct States { unsigned int computeHash(); uint64_t shaderID; bool fixedFunction : 1; // TODO: Eliminate by querying shader. bool textureSampling : 1; // TODO: Eliminate by querying shader. unsigned int positionRegister : BITS(MAX_VERTEX_OUTPUTS); // TODO: Eliminate by querying shader. unsigned int pointSizeRegister : BITS(MAX_VERTEX_OUTPUTS); // TODO: Eliminate by querying shader. unsigned int vertexBlendMatrixCount : 3; bool indexedVertexBlendEnable : 1; bool vertexNormalActive : 1; bool normalizeNormals : 1; bool vertexLightingActive : 1; bool diffuseActive : 1; bool specularActive : 1; bool vertexSpecularActive : 1; unsigned int vertexLightActive : 8; MaterialSource vertexDiffuseMaterialSourceActive : BITS(MATERIAL_LAST); MaterialSource vertexSpecularMaterialSourceActive : BITS(MATERIAL_LAST); MaterialSource vertexAmbientMaterialSourceActive : BITS(MATERIAL_LAST); MaterialSource vertexEmissiveMaterialSourceActive : BITS(MATERIAL_LAST); bool fogActive : 1; FogMode vertexFogMode : BITS(FOG_LAST); bool rangeFogActive : 1; bool localViewerActive : 1; bool pointSizeActive : 1; bool pointScaleActive : 1; bool transformFeedbackQueryEnabled : 1; uint64_t transformFeedbackEnabled : 64; unsigned char verticesPerPrimitive : 2; // 1 (points), 2 (lines) or 3 (triangles) bool preTransformed : 1; bool superSampling : 1; bool multiSampling : 1; struct TextureState { TexGen texGenActive : BITS(TEXGEN_LAST); unsigned char textureTransformCountActive : 3; unsigned char texCoordIndexActive : 3; }; TextureState textureState[8]; Sampler::State sampler[VERTEX_TEXTURE_IMAGE_UNITS]; struct Input { operator bool() const // Returns true if stream contains data { return count != 0; } StreamType type : BITS(STREAMTYPE_LAST); unsigned int count : 3; bool normalized : 1; unsigned int attribType : BITS(VertexShader::ATTRIBTYPE_LAST); }; struct Output { union { unsigned char write : 4; struct { unsigned char xWrite : 1; unsigned char yWrite : 1; unsigned char zWrite : 1; unsigned char wWrite : 1; }; }; union { unsigned char clamp : 4; struct { unsigned char xClamp : 1; unsigned char yClamp : 1; unsigned char zClamp : 1; unsigned char wClamp : 1; }; }; }; Input input[MAX_VERTEX_INPUTS]; Output output[MAX_VERTEX_OUTPUTS]; }; struct State : States { State(); bool operator==(const State &state) const; unsigned int hash; }; struct FixedFunction { float4 transformT[12][4]; float4 cameraTransformT[12][4]; float4 normalTransformT[12][4]; float4 textureTransform[8][4]; float4 lightPosition[8]; float4 lightAmbient[8]; float4 lightSpecular[8]; float4 lightDiffuse[8]; float4 attenuationConstant[8]; float4 attenuationLinear[8]; float4 attenuationQuadratic[8]; float lightRange[8]; float4 materialDiffuse; float4 materialSpecular; float materialShininess; float4 globalAmbient; float4 materialEmission; float4 materialAmbient; }; struct PointSprite { float4 pointSize; float pointSizeMin; float pointSizeMax; float pointScaleA; float pointScaleB; float pointScaleC; }; typedef void (*RoutinePointer)(Vertex *output, unsigned int *batch, VertexTask *vertexTask, DrawData *draw); VertexProcessor(Context *context); virtual ~VertexProcessor(); void setInputStream(int index, const Stream &stream); void resetInputStreams(bool preTransformed); void setFloatConstant(unsigned int index, const float value[4]); void setIntegerConstant(unsigned int index, const int integer[4]); void setBooleanConstant(unsigned int index, int boolean); void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset); void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]); void setTransformFeedbackBuffer(int index, sw::Resource* transformFeedbackBuffer, int offset, unsigned int reg, unsigned int row, unsigned int col, unsigned int stride); void lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]); // Transformations void setModelMatrix(const Matrix &M, int i = 0); void setViewMatrix(const Matrix &V); void setBaseMatrix(const Matrix &B); void setProjectionMatrix(const Matrix &P); // Lighting void setLightingEnable(bool lightingEnable); void setLightEnable(unsigned int light, bool lightEnable); void setSpecularEnable(bool specularEnable); void setGlobalAmbient(const Color<float> &globalAmbient); void setLightPosition(unsigned int light, const Point &lightPosition); void setLightViewPosition(unsigned int light, const Point &lightPosition); void setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse); void setLightSpecular(unsigned int light, const Color<float> &lightSpecular); void setLightAmbient(unsigned int light, const Color<float> &lightAmbient); void setLightAttenuation(unsigned int light, float constant, float linear, float quadratic); void setLightRange(unsigned int light, float lightRange); void setInstanceID(int instanceID); void setFogEnable(bool fogEnable); void setVertexFogMode(FogMode fogMode); void setRangeFogEnable(bool enable); void setColorVertexEnable(bool colorVertexEnable); void setDiffuseMaterialSource(MaterialSource diffuseMaterialSource); void setSpecularMaterialSource(MaterialSource specularMaterialSource); void setAmbientMaterialSource(MaterialSource ambientMaterialSource); void setEmissiveMaterialSource(MaterialSource emissiveMaterialSource); void setMaterialEmission(const Color<float> &emission); void setMaterialAmbient(const Color<float> &materialAmbient); void setMaterialDiffuse(const Color<float> &diffuseColor); void setMaterialSpecular(const Color<float> &specularColor); void setMaterialShininess(float specularPower); void setIndexedVertexBlendEnable(bool indexedVertexBlendEnable); void setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount); void setTextureWrap(unsigned int stage, int mask); void setTexGen(unsigned int stage, TexGen texGen); void setLocalViewer(bool localViewer); void setNormalizeNormals(bool normalizeNormals); void setTextureMatrix(int stage, const Matrix &T); void setTextureTransform(int stage, int count, bool project); void setTextureFilter(unsigned int sampler, FilterType textureFilter); void setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter); void setGatherEnable(unsigned int sampler, bool enable); void setAddressingModeU(unsigned int sampler, AddressingMode addressingMode); void setAddressingModeV(unsigned int sampler, AddressingMode addressingMode); void setAddressingModeW(unsigned int sampler, AddressingMode addressingMode); void setReadSRGB(unsigned int sampler, bool sRGB); void setMipmapLOD(unsigned int sampler, float bias); void setBorderColor(unsigned int sampler, const Color<float> &borderColor); void setMaxAnisotropy(unsigned int stage, float maxAnisotropy); void setHighPrecisionFiltering(unsigned int sampler, bool highPrecisionFiltering); void setSwizzleR(unsigned int sampler, SwizzleType swizzleR); void setSwizzleG(unsigned int sampler, SwizzleType swizzleG); void setSwizzleB(unsigned int sampler, SwizzleType swizzleB); void setSwizzleA(unsigned int sampler, SwizzleType swizzleA); void setCompareFunc(unsigned int sampler, CompareFunc compare); void setBaseLevel(unsigned int sampler, int baseLevel); void setMaxLevel(unsigned int sampler, int maxLevel); void setMinLod(unsigned int sampler, float minLod); void setMaxLod(unsigned int sampler, float maxLod); void setPointSize(float pointSize); void setPointSizeMin(float pointSizeMin); void setPointSizeMax(float pointSizeMax); void setPointScaleA(float pointScaleA); void setPointScaleB(float pointScaleB); void setPointScaleC(float pointScaleC); void setTransformFeedbackQueryEnabled(bool enable); void enableTransformFeedback(uint64_t enable); protected: const Matrix &getModelTransform(int i); const Matrix &getViewTransform(); const State update(DrawType drawType); Routine *routine(const State &state); bool isFixedFunction(); void setRoutineCacheSize(int cacheSize); // Shader constants float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0} int4 i[16]; bool b[16]; PointSprite point; FixedFunction ff; private: struct UniformBufferInfo { UniformBufferInfo(); Resource* buffer; int offset; }; UniformBufferInfo uniformBufferInfo[MAX_UNIFORM_BUFFER_BINDINGS]; struct TransformFeedbackInfo { TransformFeedbackInfo(); Resource* buffer; unsigned int offset; unsigned int reg; unsigned int row; unsigned int col; unsigned int stride; }; TransformFeedbackInfo transformFeedbackInfo[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; void updateTransform(); void setTransform(const Matrix &M, int i); void setCameraTransform(const Matrix &M, int i); void setNormalTransform(const Matrix &M, int i); Context *const context; RoutineCache<State> *routineCache; protected: Matrix M[12]; // Model/Geometry/World matrix Matrix V; // View/Camera/Eye matrix Matrix B; // Base matrix Matrix P; // Projection matrix Matrix PB; // P * B Matrix PBV; // P * B * V Matrix PBVM[12]; // P * B * V * M // Update hierarchy bool updateMatrix; bool updateModelMatrix[12]; bool updateViewMatrix; bool updateBaseMatrix; bool updateProjectionMatrix; bool updateLighting; }; } #endif // sw_VertexProcessor_hpp