xref: /aosp_15_r20/external/swiftshader/src/Device/SetupProcessor.cpp (revision 03ce13f70fcc45d86ee91b7ee4cab1936a95046e)
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 "SetupProcessor.hpp"
16 
17 #include "Polygon.hpp"
18 #include "Primitive.hpp"
19 #include "Renderer.hpp"
20 #include "Pipeline/Constants.hpp"
21 #include "Pipeline/SetupRoutine.hpp"
22 #include "Pipeline/SpirvShader.hpp"
23 #include "System/Debug.hpp"
24 #include "Vulkan/VkImageView.hpp"
25 
26 #include <cstring>
27 
28 namespace sw {
29 
computeHash()30 uint32_t SetupProcessor::States::computeHash()
31 {
32 	uint32_t *state = reinterpret_cast<uint32_t *>(this);
33 	uint32_t hash = 0;
34 
35 	for(unsigned int i = 0; i < sizeof(States) / sizeof(uint32_t); i++)
36 	{
37 		hash ^= state[i];
38 	}
39 
40 	return hash;
41 }
42 
operator ==(const State & state) const43 bool SetupProcessor::State::operator==(const State &state) const
44 {
45 	if(hash != state.hash)
46 	{
47 		return false;
48 	}
49 
50 	return *static_cast<const States *>(this) == static_cast<const States &>(state);
51 }
52 
SetupProcessor()53 SetupProcessor::SetupProcessor()
54 {
55 	setRoutineCacheSize(1024);
56 }
57 
update(const vk::GraphicsState & pipelineState,const sw::SpirvShader * fragmentShader,const sw::SpirvShader * vertexShader,const vk::Attachments & attachments) const58 SetupProcessor::State SetupProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *fragmentShader, const sw::SpirvShader *vertexShader, const vk::Attachments &attachments) const
59 {
60 	const vk::VertexInputInterfaceState &vertexInputInterfaceState = pipelineState.getVertexInputInterfaceState();
61 	const vk::PreRasterizationState &preRasterizationState = pipelineState.getPreRasterizationState();
62 	const vk::FragmentState &fragmentState = pipelineState.getFragmentState();
63 	const vk::FragmentOutputInterfaceState &fragmentOutputInterfaceState = pipelineState.getFragmentOutputInterfaceState();
64 
65 	State state;
66 
67 	bool vPosZW = (fragmentShader && fragmentShader->hasBuiltinInput(spv::BuiltInFragCoord));
68 
69 	const VkPolygonMode polygonMode = preRasterizationState.getPolygonMode();
70 
71 	state.isDrawPoint = vertexInputInterfaceState.isDrawPoint(true, polygonMode);
72 	state.isDrawLine = vertexInputInterfaceState.isDrawLine(true, polygonMode);
73 	state.isDrawTriangle = vertexInputInterfaceState.isDrawTriangle(true, polygonMode);
74 	state.fixedPointDepthBuffer = attachments.depthBuffer && !attachments.depthBuffer->getFormat(VK_IMAGE_ASPECT_DEPTH_BIT).isFloatFormat();
75 	state.applyConstantDepthBias = vertexInputInterfaceState.isDrawTriangle(false, polygonMode) && (preRasterizationState.getConstantDepthBias() != 0.0f);
76 	state.applySlopeDepthBias = vertexInputInterfaceState.isDrawTriangle(false, polygonMode) && (preRasterizationState.getSlopeDepthBias() != 0.0f);
77 	state.applyDepthBiasClamp = vertexInputInterfaceState.isDrawTriangle(false, polygonMode) && (preRasterizationState.getDepthBiasClamp() != 0.0f);
78 	state.interpolateZ = fragmentState.depthTestActive(attachments) || vPosZW;
79 	state.interpolateW = fragmentShader != nullptr;
80 	state.frontFace = preRasterizationState.getFrontFace();
81 	state.cullMode = preRasterizationState.getCullMode();
82 
83 	const bool isBresenhamLine = vertexInputInterfaceState.isDrawLine(true, preRasterizationState.getPolygonMode()) &&
84 	                             preRasterizationState.getLineRasterizationMode() == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT;
85 
86 	state.multiSampleCount = fragmentOutputInterfaceState.getSampleCount();
87 	state.enableMultiSampling = state.multiSampleCount > 1 && !isBresenhamLine;
88 
89 	state.numClipDistances = vertexShader->getNumOutputClipDistances();
90 	state.numCullDistances = vertexShader->getNumOutputCullDistances();
91 
92 	if(fragmentShader)
93 	{
94 		for(int interpolant = 0; interpolant < MAX_INTERFACE_COMPONENTS; interpolant++)
95 		{
96 			state.gradient[interpolant] = fragmentShader->inputs[interpolant];
97 		}
98 	}
99 
100 	state.hash = state.computeHash();
101 
102 	return state;
103 }
104 
routine(const State & state)105 SetupProcessor::RoutineType SetupProcessor::routine(const State &state)
106 {
107 	auto routine = routineCache->lookup(state);
108 
109 	if(!routine)
110 	{
111 		SetupRoutine *generator = new SetupRoutine(state);
112 		generator->generate();
113 		routine = generator->getRoutine();
114 		delete generator;
115 
116 		routineCache->add(state, routine);
117 	}
118 
119 	return routine;
120 }
121 
setRoutineCacheSize(int cacheSize)122 void SetupProcessor::setRoutineCacheSize(int cacheSize)
123 {
124 	routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536));
125 }
126 
127 }  // namespace sw
128