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 	// TODO(b/140935644): Check if clamp is required
59 	factor.blendConstant4W[0] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.x)));
60 	factor.blendConstant4W[1] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.y)));
61 	factor.blendConstant4W[2] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.z)));
62 	factor.blendConstant4W[3] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.w)));
63 
64 	factor.invBlendConstant4W[0] = word4(0xFFFFu - factor.blendConstant4W[0][0]);
65 	factor.invBlendConstant4W[1] = word4(0xFFFFu - factor.blendConstant4W[1][0]);
66 	factor.invBlendConstant4W[2] = word4(0xFFFFu - factor.blendConstant4W[2][0]);
67 	factor.invBlendConstant4W[3] = word4(0xFFFFu - factor.blendConstant4W[3][0]);
68 
69 	factor.blendConstant4F[0] = float4(blendConstant.x);
70 	factor.blendConstant4F[1] = float4(blendConstant.y);
71 	factor.blendConstant4F[2] = float4(blendConstant.z);
72 	factor.blendConstant4F[3] = float4(blendConstant.w);
73 
74 	factor.invBlendConstant4F[0] = float4(1 - blendConstant.x);
75 	factor.invBlendConstant4F[1] = float4(1 - blendConstant.y);
76 	factor.invBlendConstant4F[2] = float4(1 - blendConstant.z);
77 	factor.invBlendConstant4F[3] = float4(1 - blendConstant.w);
78 }
79 
setRoutineCacheSize(int cacheSize)80 void PixelProcessor::setRoutineCacheSize(int cacheSize)
81 {
82 	routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536));
83 }
84 
update(const vk::GraphicsState & pipelineState,const sw::SpirvShader * fragmentShader,const sw::SpirvShader * vertexShader,const vk::Attachments & attachments,bool occlusionEnabled) const85 const PixelProcessor::State PixelProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *fragmentShader, const sw::SpirvShader *vertexShader, const vk::Attachments &attachments, bool occlusionEnabled) const
86 {
87 	State state;
88 
89 	state.numClipDistances = vertexShader->getNumOutputClipDistances();
90 	state.numCullDistances = vertexShader->getNumOutputCullDistances();
91 
92 	if(fragmentShader)
93 	{
94 		state.shaderID = fragmentShader->getSerialID();
95 		state.pipelineLayoutIdentifier = pipelineState.getPipelineLayout()->identifier;
96 	}
97 	else
98 	{
99 		state.shaderID = 0;
100 		state.pipelineLayoutIdentifier = 0;
101 	}
102 
103 	state.alphaToCoverage = pipelineState.hasAlphaToCoverage();
104 	state.depthWriteEnable = pipelineState.depthWriteActive(attachments);
105 
106 	if(pipelineState.stencilActive(attachments))
107 	{
108 		state.stencilActive = true;
109 		state.frontStencil = pipelineState.getFrontStencil();
110 		state.backStencil = pipelineState.getBackStencil();
111 	}
112 
113 	if(pipelineState.depthBufferActive(attachments))
114 	{
115 		state.depthTestActive = true;
116 		state.depthCompareMode = pipelineState.getDepthCompareMode();
117 		state.depthFormat = attachments.depthBuffer->getFormat();
118 
119 		state.depthBias = (pipelineState.getConstantDepthBias() != 0.0f) || (pipelineState.getSlopeDepthBias() != 0.0f);
120 
121 		// "For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by clamping after depth bias addition is performed.
122 		//  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."
123 		state.depthClamp = !state.depthFormat.isFloatFormat() || !pipelineState.hasDepthRangeUnrestricted();
124 	}
125 
126 	state.occlusionEnabled = occlusionEnabled;
127 
128 	bool fragmentContainsKill = (fragmentShader && fragmentShader->getModes().ContainsKill);
129 	for(int i = 0; i < RENDERTARGETS; i++)
130 	{
131 		state.colorWriteMask |= pipelineState.colorWriteActive(i, attachments) << (4 * i);
132 		state.targetFormat[i] = attachments.renderTargetInternalFormat(i);
133 		state.blendState[i] = pipelineState.getBlendState(i, attachments, fragmentContainsKill);
134 	}
135 
136 	state.multiSampleCount = static_cast<unsigned int>(pipelineState.getSampleCount());
137 	state.multiSampleMask = pipelineState.getMultiSampleMask();
138 	state.enableMultiSampling = (state.multiSampleCount > 1) &&
139 	                            !(pipelineState.isDrawLine(true) && (pipelineState.getLineRasterizationMode() == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT));
140 	state.sampleShadingEnabled = pipelineState.hasSampleShadingEnabled();
141 	state.minSampleShading = pipelineState.getMinSampleShading();
142 
143 	if(state.enableMultiSampling && fragmentShader)
144 	{
145 		state.centroid = fragmentShader->getModes().NeedsCentroid;
146 	}
147 
148 	state.frontFace = pipelineState.getFrontFace();
149 
150 	state.hash = state.computeHash();
151 
152 	return state;
153 }
154 
routine(const State & state,const vk::PipelineLayout * pipelineLayout,const SpirvShader * pixelShader,const vk::DescriptorSet::Bindings & descriptorSets)155 PixelProcessor::RoutineType PixelProcessor::routine(const State &state,
156                                                     const vk::PipelineLayout *pipelineLayout,
157                                                     const SpirvShader *pixelShader,
158                                                     const vk::DescriptorSet::Bindings &descriptorSets)
159 {
160 	auto routine = routineCache->lookup(state);
161 
162 	if(!routine)
163 	{
164 		QuadRasterizer *generator = new PixelProgram(state, pipelineLayout, pixelShader, descriptorSets);
165 		generator->generate();
166 		routine = (*generator)("PixelRoutine_%0.8X", state.shaderID);
167 		delete generator;
168 
169 		routineCache->add(state, routine);
170 	}
171 
172 	return routine;
173 }
174 
175 }  // namespace sw
176