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 "VertexProgram.hpp"
16
17#include "SamplerCore.hpp"
18#include "Device/Renderer.hpp"
19#include "Device/Vertex.hpp"
20#include "System/Half.hpp"
21#include "Vulkan/VkDebug.hpp"
22
23#include "Vulkan/VkPipelineLayout.hpp"
24
25namespace sw
26{
27 VertexProgram::VertexProgram(
28 const VertexProcessor::State &state,
29 vk::PipelineLayout const *pipelineLayout,
30 SpirvShader const *spirvShader,
31 const vk::DescriptorSet::Bindings &descriptorSets)
32 : VertexRoutine(state, pipelineLayout, spirvShader),
33 descriptorSets(descriptorSets)
34 {
35 routine.setImmutableInputBuiltins(spirvShader);
36
37 routine.setInputBuiltin(spirvShader, spv::BuiltInViewIndex, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value)
38 {
39 assert(builtin.SizeInComponents == 1);
40 value[builtin.FirstComponent] = As<Float4>(Int4((*Pointer<Int>(data + OFFSET(DrawData, viewID)))));
41 });
42
43 routine.setInputBuiltin(spirvShader, spv::BuiltInInstanceIndex, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value)
44 {
45 // TODO: we could do better here; we know InstanceIndex is uniform across all lanes
46 assert(builtin.SizeInComponents == 1);
47 value[builtin.FirstComponent] = As<Float4>(Int4((*Pointer<Int>(data + OFFSET(DrawData, instanceID)))));
48 });
49
50 routine.setInputBuiltin(spirvShader, spv::BuiltInSubgroupSize, [&](const SpirvShader::BuiltinMapping& builtin, Array<SIMD::Float>& value)
51 {
52 ASSERT(builtin.SizeInComponents == 1);
53 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(SIMD::Width));
54 });
55
56 routine.descriptorSets = data + OFFSET(DrawData, descriptorSets);
57 routine.descriptorDynamicOffsets = data + OFFSET(DrawData, descriptorDynamicOffsets);
58 routine.pushConstants = data + OFFSET(DrawData, pushConstants);
59 routine.constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, constants));
60 }
61
62 VertexProgram::~VertexProgram()
63 {
64 }
65
66 void VertexProgram::program(Pointer<UInt> &batch, UInt& vertexCount)
67 {
68 auto it = spirvShader->inputBuiltins.find(spv::BuiltInVertexIndex);
69 if (it != spirvShader->inputBuiltins.end())
70 {
71 assert(it->second.SizeInComponents == 1);
72
73 routine.getVariable(it->second.Id)[it->second.FirstComponent] =
74 As<Float4>(*Pointer<Int4>(As<Pointer<Int4>>(batch)) +
75 Int4(*Pointer<Int>(data + OFFSET(DrawData, baseVertex))));
76 }
77
78 auto activeLaneMask = SIMD::Int(0xFFFFFFFF);
79 Int4 storesAndAtomicsMask = CmpGE(UInt4(vertexCount), UInt4(1, 2, 3, 4));
80 spirvShader->emit(&routine, activeLaneMask, storesAndAtomicsMask, descriptorSets);
81
82 spirvShader->emitEpilog(&routine);
83 }
84}
85