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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 #ifndef sw_Config_hpp
16 #define sw_Config_hpp
17 
18 #include "Common/Types.hpp"
19 
20 #define PERF_HUD 0       // Display time spent on vertex, setup and pixel processing for each thread
21 #define PERF_PROFILE 0   // Profile various pipeline stages and display the timing in SwiftConfig
22 
23 #if defined(_WIN32)
24 #define S3TC_SUPPORT 1
25 #else
26 #define S3TC_SUPPORT 0
27 #endif
28 
29 // Worker thread count when not set by SwiftConfig
30 // 0 = process affinity count (recommended)
31 // 1 = rendering on main thread (no worker threads), useful for debugging
32 #ifndef DEFAULT_THREAD_COUNT
33 #define DEFAULT_THREAD_COUNT 0
34 #endif
35 
36 namespace sw
37 {
38 	enum
39 	{
40 		PERF_PIXEL,
41 		PERF_PIPE,
42 		PERF_INTERP,
43 		PERF_SHADER,
44 		PERF_TEX,
45 		PERF_ROP,
46 
47 		PERF_TIMERS
48 	};
49 
50 	struct Profiler
51 	{
52 		Profiler();
53 
54 		void reset();
55 		void nextFrame();
56 
57 		int framesSec;
58 		int framesTotal;
59 		double FPS;
60 
61 		#if PERF_PROFILE
62 		double cycles[PERF_TIMERS];
63 
64 		int64_t ropOperations;
65 		int64_t ropOperationsTotal;
66 		int64_t ropOperationsFrame;
67 
68 		int64_t texOperations;
69 		int64_t texOperationsTotal;
70 		int64_t texOperationsFrame;
71 
72 		int64_t compressedTex;
73 		int64_t compressedTexTotal;
74 		int64_t compressedTexFrame;
75 		#endif
76 	};
77 
78 	extern Profiler profiler;
79 
80 	enum
81 	{
82 		OUTLINE_RESOLUTION = 8192,   // Maximum vertical resolution of the render target
83 		MIPMAP_LEVELS = 14,
84 		TEXTURE_IMAGE_UNITS = 16,
85 		VERTEX_TEXTURE_IMAGE_UNITS = 16,
86 		TOTAL_IMAGE_UNITS = TEXTURE_IMAGE_UNITS + VERTEX_TEXTURE_IMAGE_UNITS,
87 		FRAGMENT_UNIFORM_VECTORS = 224,
88 		VERTEX_UNIFORM_VECTORS = 256,
89 		MAX_VERTEX_INPUTS = 16,
90 		MAX_VERTEX_OUTPUTS = 22,
91 		MAX_FRAGMENT_INPUTS = 20,
92 		MAX_FRAGMENT_UNIFORM_BLOCKS = 12,
93 		MAX_VERTEX_UNIFORM_BLOCKS = 12,
94 		MAX_UNIFORM_BUFFER_BINDINGS = MAX_FRAGMENT_UNIFORM_BLOCKS + MAX_VERTEX_UNIFORM_BLOCKS,   // Limited to 127 by SourceParameter.bufferIndex in Shader.hpp
95 		MAX_UNIFORM_BLOCK_SIZE = 16384,
96 		MAX_CLIP_PLANES = 6,
97 		MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 64,
98 		MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 64,
99 		MIN_PROGRAM_TEXEL_OFFSET = -8,
100 		MAX_PROGRAM_TEXEL_OFFSET = 7,
101 		RENDERTARGETS = 8,
102 	};
103 }
104 
105 #endif   // sw_Config_hpp
106