// 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 "VertexShader.hpp" #include "Vertex.hpp" #include "Debug.hpp" #include namespace sw { VertexShader::VertexShader(const VertexShader *vs) : Shader() { version = 0x0300; positionRegister = Pos; pointSizeRegister = Unused; instanceIdDeclared = false; vertexIdDeclared = false; textureSampling = false; for(int i = 0; i < MAX_VERTEX_INPUTS; i++) { input[i] = Semantic(); attribType[i] = ATTRIBTYPE_FLOAT; } if(vs) // Make a copy { for(size_t i = 0; i < vs->getLength(); i++) { append(new sw::Shader::Instruction(*vs->getInstruction(i))); } memcpy(output, vs->output, sizeof(output)); memcpy(input, vs->input, sizeof(input)); memcpy(attribType, vs->attribType, sizeof(attribType)); positionRegister = vs->positionRegister; pointSizeRegister = vs->pointSizeRegister; instanceIdDeclared = vs->instanceIdDeclared; vertexIdDeclared = vs->vertexIdDeclared; usedSamplers = vs->usedSamplers; optimize(); analyze(); } } VertexShader::VertexShader(const unsigned long *token) : Shader() { parse(token); positionRegister = Pos; pointSizeRegister = Unused; instanceIdDeclared = false; vertexIdDeclared = false; textureSampling = false; for(int i = 0; i < MAX_VERTEX_INPUTS; i++) { input[i] = Semantic(); attribType[i] = ATTRIBTYPE_FLOAT; } optimize(); analyze(); } VertexShader::~VertexShader() { } int VertexShader::validate(const unsigned long *const token) { if(!token) { return 0; } unsigned short version = (unsigned short)(token[0] & 0x0000FFFF); unsigned char majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8); ShaderType shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16); if(shaderType != SHADER_VERTEX || majorVersion > 3) { return 0; } int instructionCount = 1; for(int i = 0; token[i] != 0x0000FFFF; i++) { if((token[i] & 0x0000FFFF) == 0x0000FFFE) // Comment token { int length = (token[i] & 0x7FFF0000) >> 16; i += length; } else { Shader::Opcode opcode = (Shader::Opcode)(token[i] & 0x0000FFFF); switch(opcode) { case Shader::OPCODE_TEXCOORD: case Shader::OPCODE_TEXKILL: case Shader::OPCODE_TEX: case Shader::OPCODE_TEXBEM: case Shader::OPCODE_TEXBEML: case Shader::OPCODE_TEXREG2AR: case Shader::OPCODE_TEXREG2GB: case Shader::OPCODE_TEXM3X2PAD: case Shader::OPCODE_TEXM3X2TEX: case Shader::OPCODE_TEXM3X3PAD: case Shader::OPCODE_TEXM3X3TEX: case Shader::OPCODE_RESERVED0: case Shader::OPCODE_TEXM3X3SPEC: case Shader::OPCODE_TEXM3X3VSPEC: case Shader::OPCODE_TEXREG2RGB: case Shader::OPCODE_TEXDP3TEX: case Shader::OPCODE_TEXM3X2DEPTH: case Shader::OPCODE_TEXDP3: case Shader::OPCODE_TEXM3X3: case Shader::OPCODE_TEXDEPTH: case Shader::OPCODE_CMP0: case Shader::OPCODE_BEM: case Shader::OPCODE_DP2ADD: case Shader::OPCODE_DFDX: case Shader::OPCODE_DFDY: case Shader::OPCODE_TEXLDD: return 0; // Unsupported operation default: instructionCount++; break; } i += size(token[i], version); } } return instructionCount; } bool VertexShader::containsTextureSampling() const { return textureSampling; } void VertexShader::setInput(int inputIdx, const sw::Shader::Semantic& semantic, AttribType aType) { input[inputIdx] = semantic; attribType[inputIdx] = aType; } void VertexShader::setOutput(int outputIdx, int nbComponents, const sw::Shader::Semantic& semantic) { for(int i = 0; i < nbComponents; ++i) { output[outputIdx][i] = semantic; } } void VertexShader::setPositionRegister(int posReg) { setOutput(posReg, 4, sw::Shader::Semantic(sw::Shader::USAGE_POSITION, 0)); positionRegister = posReg; } void VertexShader::setPointSizeRegister(int ptSizeReg) { setOutput(ptSizeReg, 4, sw::Shader::Semantic(sw::Shader::USAGE_PSIZE, 0)); pointSizeRegister = ptSizeReg; } const sw::Shader::Semantic& VertexShader::getInput(int inputIdx) const { return input[inputIdx]; } VertexShader::AttribType VertexShader::getAttribType(int inputIdx) const { return attribType[inputIdx]; } const sw::Shader::Semantic& VertexShader::getOutput(int outputIdx, int component) const { return output[outputIdx][component]; } void VertexShader::analyze() { analyzeInput(); analyzeOutput(); analyzeDirtyConstants(); analyzeTextureSampling(); analyzeDynamicBranching(); analyzeSamplers(); analyzeCallSites(); analyzeDynamicIndexing(); } void VertexShader::analyzeInput() { for(unsigned int i = 0; i < instruction.size(); i++) { if(instruction[i]->opcode == Shader::OPCODE_DCL && instruction[i]->dst.type == Shader::PARAMETER_INPUT) { int index = instruction[i]->dst.index; input[index] = Semantic(instruction[i]->usage, instruction[i]->usageIndex); } } } void VertexShader::analyzeOutput() { if(version < 0x0300) { output[Pos][0] = Semantic(Shader::USAGE_POSITION, 0); output[Pos][1] = Semantic(Shader::USAGE_POSITION, 0); output[Pos][2] = Semantic(Shader::USAGE_POSITION, 0); output[Pos][3] = Semantic(Shader::USAGE_POSITION, 0); for(unsigned int i = 0; i < instruction.size(); i++) { const DestinationParameter &dst = instruction[i]->dst; switch(dst.type) { case Shader::PARAMETER_RASTOUT: switch(dst.index) { case 0: // Position already assumed written break; case 1: output[Fog][0] = Semantic(Shader::USAGE_FOG, 0); break; case 2: output[Pts][1] = Semantic(Shader::USAGE_PSIZE, 0); pointSizeRegister = Pts; break; default: ASSERT(false); } break; case Shader::PARAMETER_ATTROUT: if(dst.index == 0) { if(dst.x) output[C0][0] = Semantic(Shader::USAGE_COLOR, 0); if(dst.y) output[C0][1] = Semantic(Shader::USAGE_COLOR, 0); if(dst.z) output[C0][2] = Semantic(Shader::USAGE_COLOR, 0); if(dst.w) output[C0][3] = Semantic(Shader::USAGE_COLOR, 0); } else if(dst.index == 1) { if(dst.x) output[C1][0] = Semantic(Shader::USAGE_COLOR, 1); if(dst.y) output[C1][1] = Semantic(Shader::USAGE_COLOR, 1); if(dst.z) output[C1][2] = Semantic(Shader::USAGE_COLOR, 1); if(dst.w) output[C1][3] = Semantic(Shader::USAGE_COLOR, 1); } else ASSERT(false); break; case Shader::PARAMETER_TEXCRDOUT: if(dst.x) output[T0 + dst.index][0] = Semantic(Shader::USAGE_TEXCOORD, dst.index); if(dst.y) output[T0 + dst.index][1] = Semantic(Shader::USAGE_TEXCOORD, dst.index); if(dst.z) output[T0 + dst.index][2] = Semantic(Shader::USAGE_TEXCOORD, dst.index); if(dst.w) output[T0 + dst.index][3] = Semantic(Shader::USAGE_TEXCOORD, dst.index); break; default: break; } } } else // Shader Model 3.0 input declaration { for(unsigned int i = 0; i < instruction.size(); i++) { if(instruction[i]->opcode == Shader::OPCODE_DCL && instruction[i]->dst.type == Shader::PARAMETER_OUTPUT) { unsigned char usage = instruction[i]->usage; unsigned char usageIndex = instruction[i]->usageIndex; const DestinationParameter &dst = instruction[i]->dst; if(dst.x) output[dst.index][0] = Semantic(usage, usageIndex); if(dst.y) output[dst.index][1] = Semantic(usage, usageIndex); if(dst.z) output[dst.index][2] = Semantic(usage, usageIndex); if(dst.w) output[dst.index][3] = Semantic(usage, usageIndex); if(usage == Shader::USAGE_POSITION && usageIndex == 0) { positionRegister = dst.index; } if(usage == Shader::USAGE_PSIZE && usageIndex == 0) { pointSizeRegister = dst.index; } } } } } void VertexShader::analyzeTextureSampling() { textureSampling = false; for(unsigned int i = 0; i < instruction.size() && !textureSampling; i++) { if(instruction[i]->src[1].type == PARAMETER_SAMPLER) { textureSampling = true; } } } }