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1 // 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 
15 #include "PixelProcessor.hpp"
16 
17 #include "Primitive.hpp"
18 #include "Pipeline/Constants.hpp"
19 #include "Pipeline/PixelProgram.hpp"
20 #include "System/Debug.hpp"
21 #include "Vulkan/VkImageView.hpp"
22 #include "Vulkan/VkPipelineLayout.hpp"
23 
24 #include <cstring>
25 
26 namespace sw {
27 
computeHash()28 uint32_t PixelProcessor::States::computeHash()
29 {
30 	uint32_t *state = reinterpret_cast<uint32_t *>(this);
31 	uint32_t hash = 0;
32 
33 	for(unsigned int i = 0; i < sizeof(States) / sizeof(uint32_t); i++)
34 	{
35 		hash ^= state[i];
36 	}
37 
38 	return hash;
39 }
40 
operator ==(const State & state) const41 bool PixelProcessor::State::operator==(const State &state) const
42 {
43 	if(hash != state.hash)
44 	{
45 		return false;
46 	}
47 
48 	return *static_cast<const States *>(this) == static_cast<const States &>(state);
49 }
50 
PixelProcessor()51 PixelProcessor::PixelProcessor()
52 {
53 	setRoutineCacheSize(1024);
54 }
55 
setBlendConstant(const float4 & blendConstant)56 void PixelProcessor::setBlendConstant(const float4 &blendConstant)
57 {
58 	for(int i = 0; i < 4; i++)
59 	{
60 		factor.blendConstantF[i] = blendConstant[i];
61 		factor.invBlendConstantF[i] = 1.0f - blendConstant[i];
62 		factor.blendConstantU[i] = clamp(blendConstant[i], 0.0f, 1.0f);
63 		factor.invBlendConstantU[i] = 1.0f - clamp(blendConstant[i], 0.0f, 1.0f);
64 		factor.blendConstantS[i] = clamp(blendConstant[i], -1.0f, 1.0f);
65 		factor.invBlendConstantS[i] = 1.0f - clamp(blendConstant[i], -1.0f, 1.0f);
66 	}
67 }
68 
setRoutineCacheSize(int cacheSize)69 void PixelProcessor::setRoutineCacheSize(int cacheSize)
70 {
71 	routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536));
72 }
73 
update(const vk::GraphicsState & pipelineState,const sw::SpirvShader * fragmentShader,const sw::SpirvShader * vertexShader,const vk::Attachments & attachments,bool occlusionEnabled) const74 const PixelProcessor::State PixelProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *fragmentShader, const sw::SpirvShader *vertexShader, const vk::Attachments &attachments, bool occlusionEnabled) const
75 {
76 	State state;
77 
78 	state.numClipDistances = vertexShader->getNumOutputClipDistances();
79 	state.numCullDistances = vertexShader->getNumOutputCullDistances();
80 
81 	if(fragmentShader)
82 	{
83 		state.shaderID = fragmentShader->getIdentifier();
84 		state.pipelineLayoutIdentifier = pipelineState.getPipelineLayout()->identifier;
85 	}
86 	else
87 	{
88 		state.shaderID = 0;
89 		state.pipelineLayoutIdentifier = 0;
90 	}
91 
92 	state.alphaToCoverage = pipelineState.hasAlphaToCoverage();
93 	state.depthWriteEnable = pipelineState.depthWriteActive(attachments);
94 
95 	if(pipelineState.stencilActive(attachments))
96 	{
97 		state.stencilActive = true;
98 		state.frontStencil = pipelineState.getFrontStencil();
99 		state.backStencil = pipelineState.getBackStencil();
100 	}
101 
102 	state.depthFormat = attachments.depthFormat();
103 	state.depthBoundsTestActive = pipelineState.depthBoundsTestActive(attachments);
104 	state.minDepthBounds = pipelineState.getMinDepthBounds();
105 	state.maxDepthBounds = pipelineState.getMaxDepthBounds();
106 
107 	if(pipelineState.depthTestActive(attachments))
108 	{
109 		state.depthTestActive = true;
110 		state.depthCompareMode = pipelineState.getDepthCompareMode();
111 
112 		state.depthBias = (pipelineState.getConstantDepthBias() != 0.0f) || (pipelineState.getSlopeDepthBias() != 0.0f);
113 
114 		bool pipelineDepthClamp = pipelineState.getDepthClampEnable();
115 		// "For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by clamping after depth bias addition is performed.
116 		//  Unless the VK_EXT_depth_range_unrestricted extension is enabled, fragment depth values are clamped even when the depth buffer uses a floating-point representation."
117 		state.depthClamp = pipelineDepthClamp || !state.depthFormat.isFloatFormat() || !pipelineState.hasDepthRangeUnrestricted();
118 
119 		if(pipelineDepthClamp)
120 		{
121 			const VkViewport viewport = pipelineState.getViewport();
122 			state.minDepthClamp = min(viewport.minDepth, viewport.maxDepth);
123 			state.maxDepthClamp = max(viewport.minDepth, viewport.maxDepth);
124 		}
125 		else if(state.depthClamp)
126 		{
127 			state.minDepthClamp = 0.0f;
128 			state.maxDepthClamp = 1.0f;
129 		}
130 	}
131 
132 	state.occlusionEnabled = occlusionEnabled;
133 
134 	bool fragmentContainsDiscard = (fragmentShader && fragmentShader->getAnalysis().ContainsDiscard);
135 	for(int i = 0; i < MAX_COLOR_BUFFERS; i++)
136 	{
137 		state.colorWriteMask |= pipelineState.colorWriteActive(i, attachments) << (4 * i);
138 		state.colorFormat[i] = attachments.colorFormat(i);
139 		state.blendState[i] = pipelineState.getBlendState(i, attachments, fragmentContainsDiscard);
140 	}
141 
142 	state.multiSampleCount = static_cast<unsigned int>(pipelineState.getSampleCount());
143 	state.multiSampleMask = pipelineState.getMultiSampleMask();
144 	state.enableMultiSampling = (state.multiSampleCount > 1) &&
145 	                            !(pipelineState.isDrawLine(true) && (pipelineState.getLineRasterizationMode() == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT));
146 
147 	// SampleId and SamplePosition require per-sample fragment shader invocations, so the Vulkan spec
148 	// requires turning on sample shading if either of them is present in the shader:
149 	// "If a fragment shader entry point's interface includes an input variable decorated with SampleId,
150 	//  Sample Shading is considered enabled with a minSampleShading value of 1.0."
151 	// "If a fragment shader entry point's interface includes an input variable decorated with SamplePosition,
152 	//  Sample Shading is considered enabled with a minSampleShading value of 1.0."
153 	bool shaderContainsSampleDecoration = fragmentShader && (fragmentShader->hasBuiltinInput(spv::BuiltInSampleId) ||
154 	                                                         fragmentShader->hasBuiltinInput(spv::BuiltInSamplePosition));
155 
156 	if(shaderContainsSampleDecoration)
157 	{
158 		state.sampleShadingEnabled = true;
159 		state.minSampleShading = 1.0f;
160 	}
161 	else
162 	{
163 		state.sampleShadingEnabled = pipelineState.hasSampleShadingEnabled();
164 		state.minSampleShading = pipelineState.getMinSampleShading();
165 	}
166 
167 	if(state.enableMultiSampling && fragmentShader)
168 	{
169 		state.centroid = fragmentShader->getAnalysis().NeedsCentroid;
170 	}
171 
172 	state.frontFace = pipelineState.getFrontFace();
173 
174 	state.hash = state.computeHash();
175 
176 	return state;
177 }
178 
routine(const State & state,const vk::PipelineLayout * pipelineLayout,const SpirvShader * pixelShader,const vk::DescriptorSet::Bindings & descriptorSets)179 PixelProcessor::RoutineType PixelProcessor::routine(const State &state,
180                                                     const vk::PipelineLayout *pipelineLayout,
181                                                     const SpirvShader *pixelShader,
182                                                     const vk::DescriptorSet::Bindings &descriptorSets)
183 {
184 	auto routine = routineCache->lookup(state);
185 
186 	if(!routine)
187 	{
188 		QuadRasterizer *generator = new PixelProgram(state, pipelineLayout, pixelShader, descriptorSets);
189 		generator->generate();
190 		routine = (*generator)("PixelRoutine_%0.8X", state.shaderID);
191 		delete generator;
192 
193 		routineCache->add(state, routine);
194 	}
195 
196 	return routine;
197 }
198 
199 }  // namespace sw
200