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 "VertexProcessor.hpp" |
16 | |
17 | #include "Shader/VertexPipeline.hpp" |
18 | #include "Shader/VertexProgram.hpp" |
19 | #include "Shader/VertexShader.hpp" |
20 | #include "Shader/PixelShader.hpp" |
21 | #include "Shader/Constants.hpp" |
22 | #include "Common/Math.hpp" |
23 | #include "Common/Debug.hpp" |
24 | |
25 | #include <cstring> |
26 | |
27 | namespace sw |
28 | { |
29 | bool precacheVertex = false; |
30 | |
31 | void VertexCache::clear() |
32 | { |
33 | for(int i = 0; i < 16; i++) |
34 | { |
35 | tag[i] = 0x80000000; |
36 | } |
37 | } |
38 | |
39 | uint32_t VertexProcessor::States::computeHash() |
40 | { |
41 | uint32_t *state = reinterpret_cast<uint32_t*>(this); |
42 | uint32_t hash = 0; |
43 | |
44 | for(unsigned int i = 0; i < sizeof(States) / sizeof(uint32_t); i++) |
45 | { |
46 | hash ^= state[i]; |
47 | } |
48 | |
49 | return hash; |
50 | } |
51 | |
52 | bool VertexProcessor::State::operator==(const State &state) const |
53 | { |
54 | if(hash != state.hash) |
55 | { |
56 | return false; |
57 | } |
58 | |
59 | static_assert(is_memcmparable<State>::value, "Cannot memcmp States" ); |
60 | return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0; |
61 | } |
62 | |
63 | VertexProcessor::TransformFeedbackInfo::TransformFeedbackInfo() |
64 | { |
65 | buffer = nullptr; |
66 | offset = 0; |
67 | reg = 0; |
68 | row = 0; |
69 | col = 0; |
70 | stride = 0; |
71 | } |
72 | |
73 | VertexProcessor::UniformBufferInfo::UniformBufferInfo() |
74 | { |
75 | buffer = nullptr; |
76 | offset = 0; |
77 | } |
78 | |
79 | VertexProcessor::VertexProcessor(Context *context) : context(context) |
80 | { |
81 | for(int i = 0; i < 12; i++) |
82 | { |
83 | M[i] = 1; |
84 | } |
85 | |
86 | V = 1; |
87 | B = 1; |
88 | P = 0; |
89 | PB = 0; |
90 | PBV = 0; |
91 | |
92 | for(int i = 0; i < 12; i++) |
93 | { |
94 | PBVM[i] = 0; |
95 | } |
96 | |
97 | setLightingEnable(true); |
98 | setSpecularEnable(false); |
99 | |
100 | for(int i = 0; i < 8; i++) |
101 | { |
102 | setLightEnable(i, false); |
103 | setLightPosition(i, 0); |
104 | } |
105 | |
106 | updateMatrix = true; |
107 | updateViewMatrix = true; |
108 | updateBaseMatrix = true; |
109 | updateProjectionMatrix = true; |
110 | updateLighting = true; |
111 | |
112 | for(int i = 0; i < 12; i++) |
113 | { |
114 | updateModelMatrix[i] = true; |
115 | } |
116 | |
117 | routineCache = nullptr; |
118 | setRoutineCacheSize(1024); |
119 | } |
120 | |
121 | VertexProcessor::~VertexProcessor() |
122 | { |
123 | delete routineCache; |
124 | routineCache = nullptr; |
125 | } |
126 | |
127 | void VertexProcessor::setInputStream(int index, const Stream &stream) |
128 | { |
129 | context->input[index] = stream; |
130 | } |
131 | |
132 | void VertexProcessor::resetInputStreams(bool preTransformed) |
133 | { |
134 | for(int i = 0; i < MAX_VERTEX_INPUTS; i++) |
135 | { |
136 | context->input[i].defaults(); |
137 | } |
138 | |
139 | context->preTransformed = preTransformed; |
140 | } |
141 | |
142 | void VertexProcessor::setFloatConstant(unsigned int index, const float value[4]) |
143 | { |
144 | if(index < VERTEX_UNIFORM_VECTORS) |
145 | { |
146 | c[index][0] = value[0]; |
147 | c[index][1] = value[1]; |
148 | c[index][2] = value[2]; |
149 | c[index][3] = value[3]; |
150 | } |
151 | else ASSERT(false); |
152 | } |
153 | |
154 | void VertexProcessor::setIntegerConstant(unsigned int index, const int integer[4]) |
155 | { |
156 | if(index < 16) |
157 | { |
158 | i[index][0] = integer[0]; |
159 | i[index][1] = integer[1]; |
160 | i[index][2] = integer[2]; |
161 | i[index][3] = integer[3]; |
162 | } |
163 | else ASSERT(false); |
164 | } |
165 | |
166 | void VertexProcessor::setBooleanConstant(unsigned int index, int boolean) |
167 | { |
168 | if(index < 16) |
169 | { |
170 | b[index] = boolean != 0; |
171 | } |
172 | else ASSERT(false); |
173 | } |
174 | |
175 | void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset) |
176 | { |
177 | uniformBufferInfo[index].buffer = buffer; |
178 | uniformBufferInfo[index].offset = offset; |
179 | } |
180 | |
181 | void VertexProcessor::lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]) |
182 | { |
183 | for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i) |
184 | { |
185 | u[i] = uniformBufferInfo[i].buffer ? static_cast<byte*>(uniformBufferInfo[i].buffer->lock(PUBLIC, PRIVATE)) + uniformBufferInfo[i].offset : nullptr; |
186 | uniformBuffers[i] = uniformBufferInfo[i].buffer; |
187 | } |
188 | } |
189 | |
190 | void VertexProcessor::setTransformFeedbackBuffer(int index, sw::Resource* buffer, int offset, unsigned int reg, unsigned int row, unsigned int col, unsigned int stride) |
191 | { |
192 | transformFeedbackInfo[index].buffer = buffer; |
193 | transformFeedbackInfo[index].offset = offset; |
194 | transformFeedbackInfo[index].reg = reg; |
195 | transformFeedbackInfo[index].row = row; |
196 | transformFeedbackInfo[index].col = col; |
197 | transformFeedbackInfo[index].stride = stride; |
198 | } |
199 | |
200 | void VertexProcessor::lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]) |
201 | { |
202 | for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++i) |
203 | { |
204 | t[i] = transformFeedbackInfo[i].buffer ? static_cast<byte*>(transformFeedbackInfo[i].buffer->lock(PUBLIC, PRIVATE)) + transformFeedbackInfo[i].offset : nullptr; |
205 | transformFeedbackBuffers[i] = transformFeedbackInfo[i].buffer; |
206 | v[i] = transformFeedbackInfo[i].reg; |
207 | r[i] = transformFeedbackInfo[i].row; |
208 | c[i] = transformFeedbackInfo[i].col; |
209 | s[i] = transformFeedbackInfo[i].stride; |
210 | } |
211 | } |
212 | |
213 | void VertexProcessor::setModelMatrix(const Matrix &M, int i) |
214 | { |
215 | if(i < 12) |
216 | { |
217 | this->M[i] = M; |
218 | |
219 | updateMatrix = true; |
220 | updateModelMatrix[i] = true; |
221 | updateLighting = true; |
222 | } |
223 | else ASSERT(false); |
224 | } |
225 | |
226 | void VertexProcessor::setViewMatrix(const Matrix &V) |
227 | { |
228 | this->V = V; |
229 | |
230 | updateMatrix = true; |
231 | updateViewMatrix = true; |
232 | } |
233 | |
234 | void VertexProcessor::setBaseMatrix(const Matrix &B) |
235 | { |
236 | this->B = B; |
237 | |
238 | updateMatrix = true; |
239 | updateBaseMatrix = true; |
240 | } |
241 | |
242 | void VertexProcessor::setProjectionMatrix(const Matrix &P) |
243 | { |
244 | this->P = P; |
245 | context->wBasedFog = (P[3][0] != 0.0f) || (P[3][1] != 0.0f) || (P[3][2] != 0.0f) || (P[3][3] != 1.0f); |
246 | |
247 | updateMatrix = true; |
248 | updateProjectionMatrix = true; |
249 | } |
250 | |
251 | void VertexProcessor::setLightingEnable(bool lightingEnable) |
252 | { |
253 | context->setLightingEnable(lightingEnable); |
254 | |
255 | updateLighting = true; |
256 | } |
257 | |
258 | void VertexProcessor::setLightEnable(unsigned int light, bool lightEnable) |
259 | { |
260 | if(light < 8) |
261 | { |
262 | context->setLightEnable(light, lightEnable); |
263 | } |
264 | else ASSERT(false); |
265 | |
266 | updateLighting = true; |
267 | } |
268 | |
269 | void VertexProcessor::setSpecularEnable(bool specularEnable) |
270 | { |
271 | context->setSpecularEnable(specularEnable); |
272 | |
273 | updateLighting = true; |
274 | } |
275 | |
276 | void VertexProcessor::setLightPosition(unsigned int light, const Point &lightPosition) |
277 | { |
278 | if(light < 8) |
279 | { |
280 | context->setLightPosition(light, lightPosition); |
281 | } |
282 | else ASSERT(false); |
283 | |
284 | updateLighting = true; |
285 | } |
286 | |
287 | void VertexProcessor::setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse) |
288 | { |
289 | if(light < 8) |
290 | { |
291 | ff.lightDiffuse[light][0] = lightDiffuse.r; |
292 | ff.lightDiffuse[light][1] = lightDiffuse.g; |
293 | ff.lightDiffuse[light][2] = lightDiffuse.b; |
294 | ff.lightDiffuse[light][3] = lightDiffuse.a; |
295 | } |
296 | else ASSERT(false); |
297 | } |
298 | |
299 | void VertexProcessor::setLightSpecular(unsigned int light, const Color<float> &lightSpecular) |
300 | { |
301 | if(light < 8) |
302 | { |
303 | ff.lightSpecular[light][0] = lightSpecular.r; |
304 | ff.lightSpecular[light][1] = lightSpecular.g; |
305 | ff.lightSpecular[light][2] = lightSpecular.b; |
306 | ff.lightSpecular[light][3] = lightSpecular.a; |
307 | } |
308 | else ASSERT(false); |
309 | } |
310 | |
311 | void VertexProcessor::setLightAmbient(unsigned int light, const Color<float> &lightAmbient) |
312 | { |
313 | if(light < 8) |
314 | { |
315 | ff.lightAmbient[light][0] = lightAmbient.r; |
316 | ff.lightAmbient[light][1] = lightAmbient.g; |
317 | ff.lightAmbient[light][2] = lightAmbient.b; |
318 | ff.lightAmbient[light][3] = lightAmbient.a; |
319 | } |
320 | else ASSERT(false); |
321 | } |
322 | |
323 | void VertexProcessor::setLightAttenuation(unsigned int light, float constant, float linear, float quadratic) |
324 | { |
325 | if(light < 8) |
326 | { |
327 | ff.attenuationConstant[light] = replicate(constant); |
328 | ff.attenuationLinear[light] = replicate(linear); |
329 | ff.attenuationQuadratic[light] = replicate(quadratic); |
330 | } |
331 | else ASSERT(false); |
332 | } |
333 | |
334 | void VertexProcessor::setLightRange(unsigned int light, float lightRange) |
335 | { |
336 | if(light < 8) |
337 | { |
338 | ff.lightRange[light] = lightRange; |
339 | } |
340 | else ASSERT(false); |
341 | } |
342 | |
343 | void VertexProcessor::setFogEnable(bool fogEnable) |
344 | { |
345 | context->fogEnable = fogEnable; |
346 | } |
347 | |
348 | void VertexProcessor::setVertexFogMode(FogMode fogMode) |
349 | { |
350 | context->vertexFogMode = fogMode; |
351 | } |
352 | |
353 | void VertexProcessor::setInstanceID(int instanceID) |
354 | { |
355 | context->instanceID = instanceID; |
356 | } |
357 | |
358 | void VertexProcessor::setColorVertexEnable(bool colorVertexEnable) |
359 | { |
360 | context->setColorVertexEnable(colorVertexEnable); |
361 | } |
362 | |
363 | void VertexProcessor::setDiffuseMaterialSource(MaterialSource diffuseMaterialSource) |
364 | { |
365 | context->setDiffuseMaterialSource(diffuseMaterialSource); |
366 | } |
367 | |
368 | void VertexProcessor::setSpecularMaterialSource(MaterialSource specularMaterialSource) |
369 | { |
370 | context->setSpecularMaterialSource(specularMaterialSource); |
371 | } |
372 | |
373 | void VertexProcessor::setAmbientMaterialSource(MaterialSource ambientMaterialSource) |
374 | { |
375 | context->setAmbientMaterialSource(ambientMaterialSource); |
376 | } |
377 | |
378 | void VertexProcessor::setEmissiveMaterialSource(MaterialSource emissiveMaterialSource) |
379 | { |
380 | context->setEmissiveMaterialSource(emissiveMaterialSource); |
381 | } |
382 | |
383 | void VertexProcessor::setGlobalAmbient(const Color<float> &globalAmbient) |
384 | { |
385 | ff.globalAmbient[0] = globalAmbient.r; |
386 | ff.globalAmbient[1] = globalAmbient.g; |
387 | ff.globalAmbient[2] = globalAmbient.b; |
388 | ff.globalAmbient[3] = globalAmbient.a; |
389 | } |
390 | |
391 | void VertexProcessor::setMaterialEmission(const Color<float> &emission) |
392 | { |
393 | ff.materialEmission[0] = emission.r; |
394 | ff.materialEmission[1] = emission.g; |
395 | ff.materialEmission[2] = emission.b; |
396 | ff.materialEmission[3] = emission.a; |
397 | } |
398 | |
399 | void VertexProcessor::setMaterialAmbient(const Color<float> &materialAmbient) |
400 | { |
401 | ff.materialAmbient[0] = materialAmbient.r; |
402 | ff.materialAmbient[1] = materialAmbient.g; |
403 | ff.materialAmbient[2] = materialAmbient.b; |
404 | ff.materialAmbient[3] = materialAmbient.a; |
405 | } |
406 | |
407 | void VertexProcessor::setMaterialDiffuse(const Color<float> &diffuseColor) |
408 | { |
409 | ff.materialDiffuse[0] = diffuseColor.r; |
410 | ff.materialDiffuse[1] = diffuseColor.g; |
411 | ff.materialDiffuse[2] = diffuseColor.b; |
412 | ff.materialDiffuse[3] = diffuseColor.a; |
413 | } |
414 | |
415 | void VertexProcessor::setMaterialSpecular(const Color<float> &specularColor) |
416 | { |
417 | ff.materialSpecular[0] = specularColor.r; |
418 | ff.materialSpecular[1] = specularColor.g; |
419 | ff.materialSpecular[2] = specularColor.b; |
420 | ff.materialSpecular[3] = specularColor.a; |
421 | } |
422 | |
423 | void VertexProcessor::setMaterialShininess(float specularPower) |
424 | { |
425 | ff.materialShininess = specularPower; |
426 | } |
427 | |
428 | void VertexProcessor::setLightViewPosition(unsigned int light, const Point &P) |
429 | { |
430 | if(light < 8) |
431 | { |
432 | ff.lightPosition[light][0] = P.x; |
433 | ff.lightPosition[light][1] = P.y; |
434 | ff.lightPosition[light][2] = P.z; |
435 | ff.lightPosition[light][3] = 1; |
436 | } |
437 | else ASSERT(false); |
438 | } |
439 | |
440 | void VertexProcessor::setRangeFogEnable(bool enable) |
441 | { |
442 | context->rangeFogEnable = enable; |
443 | } |
444 | |
445 | void VertexProcessor::setIndexedVertexBlendEnable(bool indexedVertexBlendEnable) |
446 | { |
447 | context->indexedVertexBlendEnable = indexedVertexBlendEnable; |
448 | } |
449 | |
450 | void VertexProcessor::setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount) |
451 | { |
452 | if(vertexBlendMatrixCount <= 4) |
453 | { |
454 | context->vertexBlendMatrixCount = vertexBlendMatrixCount; |
455 | } |
456 | else ASSERT(false); |
457 | } |
458 | |
459 | void VertexProcessor::setTextureWrap(unsigned int stage, int mask) |
460 | { |
461 | if(stage < TEXTURE_IMAGE_UNITS) |
462 | { |
463 | context->textureWrap[stage] = mask; |
464 | } |
465 | else ASSERT(false); |
466 | |
467 | context->textureWrapActive = false; |
468 | |
469 | for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) |
470 | { |
471 | context->textureWrapActive |= (context->textureWrap[i] != 0x00); |
472 | } |
473 | } |
474 | |
475 | void VertexProcessor::setTexGen(unsigned int stage, TexGen texGen) |
476 | { |
477 | if(stage < 8) |
478 | { |
479 | context->texGen[stage] = texGen; |
480 | } |
481 | else ASSERT(false); |
482 | } |
483 | |
484 | void VertexProcessor::setLocalViewer(bool localViewer) |
485 | { |
486 | context->localViewer = localViewer; |
487 | } |
488 | |
489 | void VertexProcessor::setNormalizeNormals(bool normalizeNormals) |
490 | { |
491 | context->normalizeNormals = normalizeNormals; |
492 | } |
493 | |
494 | void VertexProcessor::setTextureMatrix(int stage, const Matrix &T) |
495 | { |
496 | for(int i = 0; i < 4; i++) |
497 | { |
498 | for(int j = 0; j < 4; j++) |
499 | { |
500 | ff.textureTransform[stage][i][j] = T[i][j]; |
501 | } |
502 | } |
503 | } |
504 | |
505 | void VertexProcessor::setTextureTransform(int stage, int count, bool project) |
506 | { |
507 | context->textureTransformCount[stage] = count; |
508 | context->textureTransformProject[stage] = project; |
509 | } |
510 | |
511 | void VertexProcessor::setTextureFilter(unsigned int sampler, FilterType textureFilter) |
512 | { |
513 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
514 | { |
515 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setTextureFilter(textureFilter); |
516 | } |
517 | else ASSERT(false); |
518 | } |
519 | |
520 | void VertexProcessor::setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter) |
521 | { |
522 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
523 | { |
524 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapFilter(mipmapFilter); |
525 | } |
526 | else ASSERT(false); |
527 | } |
528 | |
529 | void VertexProcessor::setGatherEnable(unsigned int sampler, bool enable) |
530 | { |
531 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
532 | { |
533 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setGatherEnable(enable); |
534 | } |
535 | else ASSERT(false); |
536 | } |
537 | |
538 | void VertexProcessor::setAddressingModeU(unsigned int sampler, AddressingMode addressMode) |
539 | { |
540 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
541 | { |
542 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeU(addressMode); |
543 | } |
544 | else ASSERT(false); |
545 | } |
546 | |
547 | void VertexProcessor::setAddressingModeV(unsigned int sampler, AddressingMode addressMode) |
548 | { |
549 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
550 | { |
551 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeV(addressMode); |
552 | } |
553 | else ASSERT(false); |
554 | } |
555 | |
556 | void VertexProcessor::setAddressingModeW(unsigned int sampler, AddressingMode addressMode) |
557 | { |
558 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
559 | { |
560 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeW(addressMode); |
561 | } |
562 | else ASSERT(false); |
563 | } |
564 | |
565 | void VertexProcessor::setReadSRGB(unsigned int sampler, bool sRGB) |
566 | { |
567 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
568 | { |
569 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setReadSRGB(sRGB); |
570 | } |
571 | else ASSERT(false); |
572 | } |
573 | |
574 | void VertexProcessor::setMipmapLOD(unsigned int sampler, float bias) |
575 | { |
576 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
577 | { |
578 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapLOD(bias); |
579 | } |
580 | else ASSERT(false); |
581 | } |
582 | |
583 | void VertexProcessor::setBorderColor(unsigned int sampler, const Color<float> &borderColor) |
584 | { |
585 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
586 | { |
587 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBorderColor(borderColor); |
588 | } |
589 | else ASSERT(false); |
590 | } |
591 | |
592 | void VertexProcessor::setMaxAnisotropy(unsigned int sampler, float maxAnisotropy) |
593 | { |
594 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
595 | { |
596 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxAnisotropy(maxAnisotropy); |
597 | } |
598 | else ASSERT(false); |
599 | } |
600 | |
601 | void VertexProcessor::setHighPrecisionFiltering(unsigned int sampler, bool highPrecisionFiltering) |
602 | { |
603 | if(sampler < TEXTURE_IMAGE_UNITS) |
604 | { |
605 | context->sampler[sampler].setHighPrecisionFiltering(highPrecisionFiltering); |
606 | } |
607 | else ASSERT(false); |
608 | } |
609 | |
610 | void VertexProcessor::setSwizzleR(unsigned int sampler, SwizzleType swizzleR) |
611 | { |
612 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
613 | { |
614 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleR(swizzleR); |
615 | } |
616 | else ASSERT(false); |
617 | } |
618 | |
619 | void VertexProcessor::setSwizzleG(unsigned int sampler, SwizzleType swizzleG) |
620 | { |
621 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
622 | { |
623 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleG(swizzleG); |
624 | } |
625 | else ASSERT(false); |
626 | } |
627 | |
628 | void VertexProcessor::setSwizzleB(unsigned int sampler, SwizzleType swizzleB) |
629 | { |
630 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
631 | { |
632 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleB(swizzleB); |
633 | } |
634 | else ASSERT(false); |
635 | } |
636 | |
637 | void VertexProcessor::setSwizzleA(unsigned int sampler, SwizzleType swizzleA) |
638 | { |
639 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
640 | { |
641 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleA(swizzleA); |
642 | } |
643 | else ASSERT(false); |
644 | } |
645 | |
646 | void VertexProcessor::setCompareFunc(unsigned int sampler, CompareFunc compFunc) |
647 | { |
648 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
649 | { |
650 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setCompareFunc(compFunc); |
651 | } |
652 | else ASSERT(false); |
653 | } |
654 | |
655 | void VertexProcessor::setBaseLevel(unsigned int sampler, int baseLevel) |
656 | { |
657 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
658 | { |
659 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBaseLevel(baseLevel); |
660 | } |
661 | else ASSERT(false); |
662 | } |
663 | |
664 | void VertexProcessor::setMaxLevel(unsigned int sampler, int maxLevel) |
665 | { |
666 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
667 | { |
668 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxLevel(maxLevel); |
669 | } |
670 | else ASSERT(false); |
671 | } |
672 | |
673 | void VertexProcessor::setMinLod(unsigned int sampler, float minLod) |
674 | { |
675 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
676 | { |
677 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMinLod(minLod); |
678 | } |
679 | else ASSERT(false); |
680 | } |
681 | |
682 | void VertexProcessor::setMaxLod(unsigned int sampler, float maxLod) |
683 | { |
684 | if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) |
685 | { |
686 | context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxLod(maxLod); |
687 | } |
688 | else ASSERT(false); |
689 | } |
690 | |
691 | void VertexProcessor::setSyncRequired(unsigned int sampler, bool isSincRequired) |
692 | { |
693 | if(sampler < TEXTURE_IMAGE_UNITS) |
694 | { |
695 | context->sampler[sampler].setSyncRequired(isSincRequired); |
696 | } |
697 | else ASSERT(false); |
698 | } |
699 | |
700 | void VertexProcessor::setPointSize(float pointSize) |
701 | { |
702 | point.pointSize = replicate(pointSize); |
703 | } |
704 | |
705 | void VertexProcessor::setPointSizeMin(float pointSizeMin) |
706 | { |
707 | point.pointSizeMin = pointSizeMin; |
708 | } |
709 | |
710 | void VertexProcessor::setPointSizeMax(float pointSizeMax) |
711 | { |
712 | point.pointSizeMax = pointSizeMax; |
713 | } |
714 | |
715 | void VertexProcessor::setPointScaleA(float pointScaleA) |
716 | { |
717 | point.pointScaleA = pointScaleA; |
718 | } |
719 | |
720 | void VertexProcessor::setPointScaleB(float pointScaleB) |
721 | { |
722 | point.pointScaleB = pointScaleB; |
723 | } |
724 | |
725 | void VertexProcessor::setPointScaleC(float pointScaleC) |
726 | { |
727 | point.pointScaleC = pointScaleC; |
728 | } |
729 | |
730 | void VertexProcessor::setTransformFeedbackQueryEnabled(bool enable) |
731 | { |
732 | context->transformFeedbackQueryEnabled = enable; |
733 | } |
734 | |
735 | void VertexProcessor::enableTransformFeedback(uint64_t enable) |
736 | { |
737 | context->transformFeedbackEnabled = enable; |
738 | } |
739 | |
740 | const Matrix &VertexProcessor::getModelTransform(int i) |
741 | { |
742 | updateTransform(); |
743 | return PBVM[i]; |
744 | } |
745 | |
746 | const Matrix &VertexProcessor::getViewTransform() |
747 | { |
748 | updateTransform(); |
749 | return PBV; |
750 | } |
751 | |
752 | bool VertexProcessor::isFixedFunction() |
753 | { |
754 | return !context->vertexShader; |
755 | } |
756 | |
757 | void VertexProcessor::setTransform(const Matrix &M, int i) |
758 | { |
759 | ff.transformT[i][0][0] = M[0][0]; |
760 | ff.transformT[i][0][1] = M[1][0]; |
761 | ff.transformT[i][0][2] = M[2][0]; |
762 | ff.transformT[i][0][3] = M[3][0]; |
763 | |
764 | ff.transformT[i][1][0] = M[0][1]; |
765 | ff.transformT[i][1][1] = M[1][1]; |
766 | ff.transformT[i][1][2] = M[2][1]; |
767 | ff.transformT[i][1][3] = M[3][1]; |
768 | |
769 | ff.transformT[i][2][0] = M[0][2]; |
770 | ff.transformT[i][2][1] = M[1][2]; |
771 | ff.transformT[i][2][2] = M[2][2]; |
772 | ff.transformT[i][2][3] = M[3][2]; |
773 | |
774 | ff.transformT[i][3][0] = M[0][3]; |
775 | ff.transformT[i][3][1] = M[1][3]; |
776 | ff.transformT[i][3][2] = M[2][3]; |
777 | ff.transformT[i][3][3] = M[3][3]; |
778 | } |
779 | |
780 | void VertexProcessor::setCameraTransform(const Matrix &M, int i) |
781 | { |
782 | ff.cameraTransformT[i][0][0] = M[0][0]; |
783 | ff.cameraTransformT[i][0][1] = M[1][0]; |
784 | ff.cameraTransformT[i][0][2] = M[2][0]; |
785 | ff.cameraTransformT[i][0][3] = M[3][0]; |
786 | |
787 | ff.cameraTransformT[i][1][0] = M[0][1]; |
788 | ff.cameraTransformT[i][1][1] = M[1][1]; |
789 | ff.cameraTransformT[i][1][2] = M[2][1]; |
790 | ff.cameraTransformT[i][1][3] = M[3][1]; |
791 | |
792 | ff.cameraTransformT[i][2][0] = M[0][2]; |
793 | ff.cameraTransformT[i][2][1] = M[1][2]; |
794 | ff.cameraTransformT[i][2][2] = M[2][2]; |
795 | ff.cameraTransformT[i][2][3] = M[3][2]; |
796 | |
797 | ff.cameraTransformT[i][3][0] = M[0][3]; |
798 | ff.cameraTransformT[i][3][1] = M[1][3]; |
799 | ff.cameraTransformT[i][3][2] = M[2][3]; |
800 | ff.cameraTransformT[i][3][3] = M[3][3]; |
801 | } |
802 | |
803 | void VertexProcessor::setNormalTransform(const Matrix &M, int i) |
804 | { |
805 | ff.normalTransformT[i][0][0] = M[0][0]; |
806 | ff.normalTransformT[i][0][1] = M[1][0]; |
807 | ff.normalTransformT[i][0][2] = M[2][0]; |
808 | ff.normalTransformT[i][0][3] = M[3][0]; |
809 | |
810 | ff.normalTransformT[i][1][0] = M[0][1]; |
811 | ff.normalTransformT[i][1][1] = M[1][1]; |
812 | ff.normalTransformT[i][1][2] = M[2][1]; |
813 | ff.normalTransformT[i][1][3] = M[3][1]; |
814 | |
815 | ff.normalTransformT[i][2][0] = M[0][2]; |
816 | ff.normalTransformT[i][2][1] = M[1][2]; |
817 | ff.normalTransformT[i][2][2] = M[2][2]; |
818 | ff.normalTransformT[i][2][3] = M[3][2]; |
819 | |
820 | ff.normalTransformT[i][3][0] = M[0][3]; |
821 | ff.normalTransformT[i][3][1] = M[1][3]; |
822 | ff.normalTransformT[i][3][2] = M[2][3]; |
823 | ff.normalTransformT[i][3][3] = M[3][3]; |
824 | } |
825 | |
826 | void VertexProcessor::updateTransform() |
827 | { |
828 | if(!updateMatrix) return; |
829 | |
830 | int activeMatrices = context->indexedVertexBlendEnable ? 12 : max(context->vertexBlendMatrixCount, 1); |
831 | |
832 | if(updateProjectionMatrix) |
833 | { |
834 | PB = P * B; |
835 | PBV = PB * V; |
836 | |
837 | for(int i = 0; i < activeMatrices; i++) |
838 | { |
839 | PBVM[i] = PBV * M[i]; |
840 | updateModelMatrix[i] = false; |
841 | } |
842 | |
843 | updateProjectionMatrix = false; |
844 | updateBaseMatrix = false; |
845 | updateViewMatrix = false; |
846 | } |
847 | |
848 | if(updateBaseMatrix) |
849 | { |
850 | PB = P * B; |
851 | PBV = PB * V; |
852 | |
853 | for(int i = 0; i < activeMatrices; i++) |
854 | { |
855 | PBVM[i] = PBV * M[i]; |
856 | updateModelMatrix[i] = false; |
857 | } |
858 | |
859 | updateBaseMatrix = false; |
860 | updateViewMatrix = false; |
861 | } |
862 | |
863 | if(updateViewMatrix) |
864 | { |
865 | PBV = PB * V; |
866 | |
867 | for(int i = 0; i < activeMatrices; i++) |
868 | { |
869 | PBVM[i] = PBV * M[i]; |
870 | updateModelMatrix[i] = false; |
871 | } |
872 | |
873 | updateViewMatrix = false; |
874 | } |
875 | |
876 | for(int i = 0; i < activeMatrices; i++) |
877 | { |
878 | if(updateModelMatrix[i]) |
879 | { |
880 | PBVM[i] = PBV * M[i]; |
881 | updateModelMatrix[i] = false; |
882 | } |
883 | } |
884 | |
885 | for(int i = 0; i < activeMatrices; i++) |
886 | { |
887 | setTransform(PBVM[i], i); |
888 | setCameraTransform(B * V * M[i], i); |
889 | setNormalTransform(~!(B * V * M[i]), i); |
890 | } |
891 | |
892 | updateMatrix = false; |
893 | } |
894 | |
895 | void VertexProcessor::setRoutineCacheSize(int cacheSize) |
896 | { |
897 | delete routineCache; |
898 | routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536)); |
899 | } |
900 | |
901 | const VertexProcessor::State VertexProcessor::update(DrawType drawType) |
902 | { |
903 | if(isFixedFunction()) |
904 | { |
905 | updateTransform(); |
906 | |
907 | if(updateLighting) |
908 | { |
909 | for(int i = 0; i < 8; i++) |
910 | { |
911 | if(context->vertexLightActive(i)) |
912 | { |
913 | // Light position in camera coordinates |
914 | setLightViewPosition(i, B * V * context->getLightPosition(i)); |
915 | } |
916 | } |
917 | |
918 | updateLighting = false; |
919 | } |
920 | } |
921 | |
922 | State state; |
923 | |
924 | if(context->vertexShader) |
925 | { |
926 | state.shaderID = context->vertexShader->getSerialID(); |
927 | } |
928 | else |
929 | { |
930 | state.shaderID = 0; |
931 | } |
932 | |
933 | state.fixedFunction = !context->vertexShader && context->pixelShaderModel() < 0x0300; |
934 | state.textureSampling = context->vertexShader ? context->vertexShader->containsTextureSampling() : false; |
935 | state.positionRegister = context->vertexShader ? context->vertexShader->getPositionRegister() : Pos; |
936 | state.pointSizeRegister = context->vertexShader ? context->vertexShader->getPointSizeRegister() : Pts; |
937 | |
938 | state.vertexBlendMatrixCount = context->vertexBlendMatrixCountActive(); |
939 | state.indexedVertexBlendEnable = context->indexedVertexBlendActive(); |
940 | state.vertexNormalActive = context->vertexNormalActive(); |
941 | state.normalizeNormals = context->normalizeNormalsActive(); |
942 | state.vertexLightingActive = context->vertexLightingActive(); |
943 | state.diffuseActive = context->diffuseActive(); |
944 | state.specularActive = context->specularActive(); |
945 | state.vertexSpecularActive = context->vertexSpecularActive(); |
946 | |
947 | state.vertexLightActive = context->vertexLightActive(0) << 0 | |
948 | context->vertexLightActive(1) << 1 | |
949 | context->vertexLightActive(2) << 2 | |
950 | context->vertexLightActive(3) << 3 | |
951 | context->vertexLightActive(4) << 4 | |
952 | context->vertexLightActive(5) << 5 | |
953 | context->vertexLightActive(6) << 6 | |
954 | context->vertexLightActive(7) << 7; |
955 | |
956 | state.vertexDiffuseMaterialSourceActive = context->vertexDiffuseMaterialSourceActive(); |
957 | state.vertexSpecularMaterialSourceActive = context->vertexSpecularMaterialSourceActive(); |
958 | state.vertexAmbientMaterialSourceActive = context->vertexAmbientMaterialSourceActive(); |
959 | state.vertexEmissiveMaterialSourceActive = context->vertexEmissiveMaterialSourceActive(); |
960 | state.fogActive = context->fogActive(); |
961 | state.vertexFogMode = context->vertexFogModeActive(); |
962 | state.rangeFogActive = context->rangeFogActive(); |
963 | state.localViewerActive = context->localViewerActive(); |
964 | state.pointSizeActive = context->pointSizeActive(); |
965 | state.pointScaleActive = context->pointScaleActive(); |
966 | |
967 | state.preTransformed = context->preTransformed; |
968 | state.superSampling = context->getSuperSampleCount() > 1; |
969 | |
970 | state.transformFeedbackQueryEnabled = context->transformFeedbackQueryEnabled; |
971 | state.transformFeedbackEnabled = context->transformFeedbackEnabled; |
972 | |
973 | // Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback, |
974 | // which is an OpenGL ES 3.0 feature, and OpenGL ES 3.0 doesn't support quads as a primitive type. |
975 | DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF); |
976 | state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST); |
977 | |
978 | for(int i = 0; i < MAX_VERTEX_INPUTS; i++) |
979 | { |
980 | state.input[i].type = context->input[i].type; |
981 | state.input[i].count = context->input[i].count; |
982 | state.input[i].normalized = context->input[i].normalized; |
983 | state.input[i].attribType = context->vertexShader ? context->vertexShader->getAttribType(i) : VertexShader::ATTRIBTYPE_FLOAT; |
984 | } |
985 | |
986 | if(!context->vertexShader) |
987 | { |
988 | for(int i = 0; i < 8; i++) |
989 | { |
990 | // state.textureState[i].vertexTextureActive = context->vertexTextureActive(i, 0); |
991 | state.textureState[i].texGenActive = context->texGenActive(i); |
992 | state.textureState[i].textureTransformCountActive = context->textureTransformCountActive(i); |
993 | state.textureState[i].texCoordIndexActive = context->texCoordIndexActive(i); |
994 | } |
995 | } |
996 | else |
997 | { |
998 | for(unsigned int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) |
999 | { |
1000 | if(context->vertexShader->usesSampler(i)) |
1001 | { |
1002 | state.sampler[i] = context->sampler[TEXTURE_IMAGE_UNITS + i].samplerState(); |
1003 | } |
1004 | } |
1005 | } |
1006 | |
1007 | if(context->vertexShader) // FIXME: Also when pre-transformed? |
1008 | { |
1009 | for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) |
1010 | { |
1011 | state.output[i].xWrite = context->vertexShader->getOutput(i, 0).active(); |
1012 | state.output[i].yWrite = context->vertexShader->getOutput(i, 1).active(); |
1013 | state.output[i].zWrite = context->vertexShader->getOutput(i, 2).active(); |
1014 | state.output[i].wWrite = context->vertexShader->getOutput(i, 3).active(); |
1015 | } |
1016 | } |
1017 | else if(!context->preTransformed || context->pixelShaderModel() < 0x0300) |
1018 | { |
1019 | state.output[Pos].write = 0xF; |
1020 | |
1021 | if(context->diffuseActive() && (context->lightingEnable || context->input[Color0])) |
1022 | { |
1023 | state.output[C0].write = 0xF; |
1024 | } |
1025 | |
1026 | if(context->specularActive()) |
1027 | { |
1028 | state.output[C1].write = 0xF; |
1029 | } |
1030 | |
1031 | for(int stage = 0; stage < 8; stage++) |
1032 | { |
1033 | if(context->texCoordActive(stage, 0)) state.output[T0 + stage].write |= 0x01; |
1034 | if(context->texCoordActive(stage, 1)) state.output[T0 + stage].write |= 0x02; |
1035 | if(context->texCoordActive(stage, 2)) state.output[T0 + stage].write |= 0x04; |
1036 | if(context->texCoordActive(stage, 3)) state.output[T0 + stage].write |= 0x08; |
1037 | } |
1038 | |
1039 | if(context->fogActive()) |
1040 | { |
1041 | state.output[Fog].xWrite = true; |
1042 | } |
1043 | |
1044 | if(context->pointSizeActive()) |
1045 | { |
1046 | state.output[Pts].yWrite = true; |
1047 | } |
1048 | } |
1049 | else |
1050 | { |
1051 | state.output[Pos].write = 0xF; |
1052 | |
1053 | for(int i = 0; i < 2; i++) |
1054 | { |
1055 | if(context->input[Color0 + i]) |
1056 | { |
1057 | state.output[C0 + i].write = 0xF; |
1058 | } |
1059 | } |
1060 | |
1061 | for(int i = 0; i < 8; i++) |
1062 | { |
1063 | if(context->input[TexCoord0 + i]) |
1064 | { |
1065 | state.output[T0 + i].write = 0xF; |
1066 | } |
1067 | } |
1068 | |
1069 | if(context->input[PointSize]) |
1070 | { |
1071 | state.output[Pts].yWrite = true; |
1072 | } |
1073 | } |
1074 | |
1075 | if(context->vertexShaderModel() < 0x0300) |
1076 | { |
1077 | state.output[C0].clamp = 0xF; |
1078 | state.output[C1].clamp = 0xF; |
1079 | state.output[Fog].xClamp = true; |
1080 | } |
1081 | |
1082 | state.hash = state.computeHash(); |
1083 | |
1084 | return state; |
1085 | } |
1086 | |
1087 | std::shared_ptr<Routine> VertexProcessor::routine(const State &state) |
1088 | { |
1089 | auto routine = routineCache->query(state); |
1090 | |
1091 | if(!routine) // Create one |
1092 | { |
1093 | VertexRoutine *generator = nullptr; |
1094 | |
1095 | if(state.fixedFunction) |
1096 | { |
1097 | generator = new VertexPipeline(state); |
1098 | } |
1099 | else |
1100 | { |
1101 | generator = new VertexProgram(state, context->vertexShader); |
1102 | } |
1103 | |
1104 | generator->generate(); |
1105 | routine = (*generator)("VertexRoutine_%0.8X" , state.shaderID); |
1106 | delete generator; |
1107 | |
1108 | routineCache->add(state, routine); |
1109 | } |
1110 | |
1111 | return routine; |
1112 | } |
1113 | } |
1114 | |