1*03ce13f7SAndroid Build Coastguard Worker // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2*03ce13f7SAndroid Build Coastguard Worker //
3*03ce13f7SAndroid Build Coastguard Worker // Licensed under the Apache License, Version 2.0 (the "License");
4*03ce13f7SAndroid Build Coastguard Worker // you may not use this file except in compliance with the License.
5*03ce13f7SAndroid Build Coastguard Worker // You may obtain a copy of the License at
6*03ce13f7SAndroid Build Coastguard Worker //
7*03ce13f7SAndroid Build Coastguard Worker // http://www.apache.org/licenses/LICENSE-2.0
8*03ce13f7SAndroid Build Coastguard Worker //
9*03ce13f7SAndroid Build Coastguard Worker // Unless required by applicable law or agreed to in writing, software
10*03ce13f7SAndroid Build Coastguard Worker // distributed under the License is distributed on an "AS IS" BASIS,
11*03ce13f7SAndroid Build Coastguard Worker // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12*03ce13f7SAndroid Build Coastguard Worker // See the License for the specific language governing permissions and
13*03ce13f7SAndroid Build Coastguard Worker // limitations under the License.
14*03ce13f7SAndroid Build Coastguard Worker
15*03ce13f7SAndroid Build Coastguard Worker #include "Renderer.hpp"
16*03ce13f7SAndroid Build Coastguard Worker
17*03ce13f7SAndroid Build Coastguard Worker #include "Clipper.hpp"
18*03ce13f7SAndroid Build Coastguard Worker #include "Polygon.hpp"
19*03ce13f7SAndroid Build Coastguard Worker #include "Primitive.hpp"
20*03ce13f7SAndroid Build Coastguard Worker #include "Vertex.hpp"
21*03ce13f7SAndroid Build Coastguard Worker #include "Pipeline/Constants.hpp"
22*03ce13f7SAndroid Build Coastguard Worker #include "Pipeline/SpirvShader.hpp"
23*03ce13f7SAndroid Build Coastguard Worker #include "Reactor/Reactor.hpp"
24*03ce13f7SAndroid Build Coastguard Worker #include "System/Debug.hpp"
25*03ce13f7SAndroid Build Coastguard Worker #include "System/Half.hpp"
26*03ce13f7SAndroid Build Coastguard Worker #include "System/Math.hpp"
27*03ce13f7SAndroid Build Coastguard Worker #include "System/Memory.hpp"
28*03ce13f7SAndroid Build Coastguard Worker #include "System/Timer.hpp"
29*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkConfig.hpp"
30*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkDescriptorSet.hpp"
31*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkDevice.hpp"
32*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkFence.hpp"
33*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkImageView.hpp"
34*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkPipelineLayout.hpp"
35*03ce13f7SAndroid Build Coastguard Worker #include "Vulkan/VkQueryPool.hpp"
36*03ce13f7SAndroid Build Coastguard Worker
37*03ce13f7SAndroid Build Coastguard Worker #include "marl/containers.h"
38*03ce13f7SAndroid Build Coastguard Worker #include "marl/defer.h"
39*03ce13f7SAndroid Build Coastguard Worker #include "marl/trace.h"
40*03ce13f7SAndroid Build Coastguard Worker
41*03ce13f7SAndroid Build Coastguard Worker #undef max
42*03ce13f7SAndroid Build Coastguard Worker
43*03ce13f7SAndroid Build Coastguard Worker #ifndef NDEBUG
44*03ce13f7SAndroid Build Coastguard Worker unsigned int minPrimitives = 1;
45*03ce13f7SAndroid Build Coastguard Worker unsigned int maxPrimitives = 1 << 21;
46*03ce13f7SAndroid Build Coastguard Worker #endif
47*03ce13f7SAndroid Build Coastguard Worker
48*03ce13f7SAndroid Build Coastguard Worker namespace sw {
49*03ce13f7SAndroid Build Coastguard Worker
50*03ce13f7SAndroid Build Coastguard Worker template<typename T>
setBatchIndices(unsigned int batch[128][3],VkPrimitiveTopology topology,VkProvokingVertexModeEXT provokingVertexMode,T indices,unsigned int start,unsigned int triangleCount)51*03ce13f7SAndroid Build Coastguard Worker inline bool setBatchIndices(unsigned int batch[128][3], VkPrimitiveTopology topology, VkProvokingVertexModeEXT provokingVertexMode, T indices, unsigned int start, unsigned int triangleCount)
52*03ce13f7SAndroid Build Coastguard Worker {
53*03ce13f7SAndroid Build Coastguard Worker bool provokeFirst = (provokingVertexMode == VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT);
54*03ce13f7SAndroid Build Coastguard Worker
55*03ce13f7SAndroid Build Coastguard Worker switch(topology)
56*03ce13f7SAndroid Build Coastguard Worker {
57*03ce13f7SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_POINT_LIST:
58*03ce13f7SAndroid Build Coastguard Worker {
59*03ce13f7SAndroid Build Coastguard Worker auto index = start;
60*03ce13f7SAndroid Build Coastguard Worker auto pointBatch = &(batch[0][0]);
61*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < triangleCount; i++)
62*03ce13f7SAndroid Build Coastguard Worker {
63*03ce13f7SAndroid Build Coastguard Worker *pointBatch++ = indices[index++];
64*03ce13f7SAndroid Build Coastguard Worker }
65*03ce13f7SAndroid Build Coastguard Worker
66*03ce13f7SAndroid Build Coastguard Worker // Repeat the last index to allow for SIMD width overrun.
67*03ce13f7SAndroid Build Coastguard Worker index--;
68*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < 3; i++)
69*03ce13f7SAndroid Build Coastguard Worker {
70*03ce13f7SAndroid Build Coastguard Worker *pointBatch++ = indices[index];
71*03ce13f7SAndroid Build Coastguard Worker }
72*03ce13f7SAndroid Build Coastguard Worker }
73*03ce13f7SAndroid Build Coastguard Worker break;
74*03ce13f7SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_LINE_LIST:
75*03ce13f7SAndroid Build Coastguard Worker {
76*03ce13f7SAndroid Build Coastguard Worker auto index = 2 * start;
77*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < triangleCount; i++)
78*03ce13f7SAndroid Build Coastguard Worker {
79*03ce13f7SAndroid Build Coastguard Worker batch[i][0] = indices[index + (provokeFirst ? 0 : 1)];
80*03ce13f7SAndroid Build Coastguard Worker batch[i][1] = indices[index + (provokeFirst ? 1 : 0)];
81*03ce13f7SAndroid Build Coastguard Worker batch[i][2] = indices[index + 1];
82*03ce13f7SAndroid Build Coastguard Worker
83*03ce13f7SAndroid Build Coastguard Worker index += 2;
84*03ce13f7SAndroid Build Coastguard Worker }
85*03ce13f7SAndroid Build Coastguard Worker }
86*03ce13f7SAndroid Build Coastguard Worker break;
87*03ce13f7SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_LINE_STRIP:
88*03ce13f7SAndroid Build Coastguard Worker {
89*03ce13f7SAndroid Build Coastguard Worker auto index = start;
90*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < triangleCount; i++)
91*03ce13f7SAndroid Build Coastguard Worker {
92*03ce13f7SAndroid Build Coastguard Worker batch[i][0] = indices[index + (provokeFirst ? 0 : 1)];
93*03ce13f7SAndroid Build Coastguard Worker batch[i][1] = indices[index + (provokeFirst ? 1 : 0)];
94*03ce13f7SAndroid Build Coastguard Worker batch[i][2] = indices[index + 1];
95*03ce13f7SAndroid Build Coastguard Worker
96*03ce13f7SAndroid Build Coastguard Worker index += 1;
97*03ce13f7SAndroid Build Coastguard Worker }
98*03ce13f7SAndroid Build Coastguard Worker }
99*03ce13f7SAndroid Build Coastguard Worker break;
100*03ce13f7SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST:
101*03ce13f7SAndroid Build Coastguard Worker {
102*03ce13f7SAndroid Build Coastguard Worker auto index = 3 * start;
103*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < triangleCount; i++)
104*03ce13f7SAndroid Build Coastguard Worker {
105*03ce13f7SAndroid Build Coastguard Worker batch[i][0] = indices[index + (provokeFirst ? 0 : 2)];
106*03ce13f7SAndroid Build Coastguard Worker batch[i][1] = indices[index + (provokeFirst ? 1 : 0)];
107*03ce13f7SAndroid Build Coastguard Worker batch[i][2] = indices[index + (provokeFirst ? 2 : 1)];
108*03ce13f7SAndroid Build Coastguard Worker
109*03ce13f7SAndroid Build Coastguard Worker index += 3;
110*03ce13f7SAndroid Build Coastguard Worker }
111*03ce13f7SAndroid Build Coastguard Worker }
112*03ce13f7SAndroid Build Coastguard Worker break;
113*03ce13f7SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP:
114*03ce13f7SAndroid Build Coastguard Worker {
115*03ce13f7SAndroid Build Coastguard Worker auto index = start;
116*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < triangleCount; i++)
117*03ce13f7SAndroid Build Coastguard Worker {
118*03ce13f7SAndroid Build Coastguard Worker batch[i][0] = indices[index + (provokeFirst ? 0 : 2)];
119*03ce13f7SAndroid Build Coastguard Worker batch[i][1] = indices[index + ((start + i) & 1) + (provokeFirst ? 1 : 0)];
120*03ce13f7SAndroid Build Coastguard Worker batch[i][2] = indices[index + (~(start + i) & 1) + (provokeFirst ? 1 : 0)];
121*03ce13f7SAndroid Build Coastguard Worker
122*03ce13f7SAndroid Build Coastguard Worker index += 1;
123*03ce13f7SAndroid Build Coastguard Worker }
124*03ce13f7SAndroid Build Coastguard Worker }
125*03ce13f7SAndroid Build Coastguard Worker break;
126*03ce13f7SAndroid Build Coastguard Worker case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN:
127*03ce13f7SAndroid Build Coastguard Worker {
128*03ce13f7SAndroid Build Coastguard Worker auto index = start + 1;
129*03ce13f7SAndroid Build Coastguard Worker for(unsigned int i = 0; i < triangleCount; i++)
130*03ce13f7SAndroid Build Coastguard Worker {
131*03ce13f7SAndroid Build Coastguard Worker batch[i][provokeFirst ? 0 : 2] = indices[index + 0];
132*03ce13f7SAndroid Build Coastguard Worker batch[i][provokeFirst ? 1 : 0] = indices[index + 1];
133*03ce13f7SAndroid Build Coastguard Worker batch[i][provokeFirst ? 2 : 1] = indices[0];
134*03ce13f7SAndroid Build Coastguard Worker
135*03ce13f7SAndroid Build Coastguard Worker index += 1;
136*03ce13f7SAndroid Build Coastguard Worker }
137*03ce13f7SAndroid Build Coastguard Worker }
138*03ce13f7SAndroid Build Coastguard Worker break;
139*03ce13f7SAndroid Build Coastguard Worker default:
140*03ce13f7SAndroid Build Coastguard Worker ASSERT(false);
141*03ce13f7SAndroid Build Coastguard Worker return false;
142*03ce13f7SAndroid Build Coastguard Worker }
143*03ce13f7SAndroid Build Coastguard Worker
144*03ce13f7SAndroid Build Coastguard Worker return true;
145*03ce13f7SAndroid Build Coastguard Worker }
146*03ce13f7SAndroid Build Coastguard Worker
DrawCall()147*03ce13f7SAndroid Build Coastguard Worker DrawCall::DrawCall()
148*03ce13f7SAndroid Build Coastguard Worker {
149*03ce13f7SAndroid Build Coastguard Worker // TODO(b/140991626): Use allocateUninitialized() instead of allocateZeroOrPoison() to improve startup peformance.
150*03ce13f7SAndroid Build Coastguard Worker data = (DrawData *)sw::allocateZeroOrPoison(sizeof(DrawData));
151*03ce13f7SAndroid Build Coastguard Worker }
152*03ce13f7SAndroid Build Coastguard Worker
~DrawCall()153*03ce13f7SAndroid Build Coastguard Worker DrawCall::~DrawCall()
154*03ce13f7SAndroid Build Coastguard Worker {
155*03ce13f7SAndroid Build Coastguard Worker sw::freeMemory(data);
156*03ce13f7SAndroid Build Coastguard Worker }
157*03ce13f7SAndroid Build Coastguard Worker
Renderer(vk::Device * device)158*03ce13f7SAndroid Build Coastguard Worker Renderer::Renderer(vk::Device *device)
159*03ce13f7SAndroid Build Coastguard Worker : device(device)
160*03ce13f7SAndroid Build Coastguard Worker {
161*03ce13f7SAndroid Build Coastguard Worker vertexProcessor.setRoutineCacheSize(1024);
162*03ce13f7SAndroid Build Coastguard Worker pixelProcessor.setRoutineCacheSize(1024);
163*03ce13f7SAndroid Build Coastguard Worker setupProcessor.setRoutineCacheSize(1024);
164*03ce13f7SAndroid Build Coastguard Worker }
165*03ce13f7SAndroid Build Coastguard Worker
~Renderer()166*03ce13f7SAndroid Build Coastguard Worker Renderer::~Renderer()
167*03ce13f7SAndroid Build Coastguard Worker {
168*03ce13f7SAndroid Build Coastguard Worker drawTickets.take().wait();
169*03ce13f7SAndroid Build Coastguard Worker }
170*03ce13f7SAndroid Build Coastguard Worker
171*03ce13f7SAndroid Build Coastguard Worker // Renderer objects have to be mem aligned to the alignment provided in the class declaration
operator new(size_t size)172*03ce13f7SAndroid Build Coastguard Worker void *Renderer::operator new(size_t size)
173*03ce13f7SAndroid Build Coastguard Worker {
174*03ce13f7SAndroid Build Coastguard Worker ASSERT(size == sizeof(Renderer)); // This operator can't be called from a derived class
175*03ce13f7SAndroid Build Coastguard Worker return vk::allocateHostMemory(sizeof(Renderer), alignof(Renderer), vk::NULL_ALLOCATION_CALLBACKS, VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
176*03ce13f7SAndroid Build Coastguard Worker }
177*03ce13f7SAndroid Build Coastguard Worker
operator delete(void * mem)178*03ce13f7SAndroid Build Coastguard Worker void Renderer::operator delete(void *mem)
179*03ce13f7SAndroid Build Coastguard Worker {
180*03ce13f7SAndroid Build Coastguard Worker vk::freeHostMemory(mem, vk::NULL_ALLOCATION_CALLBACKS);
181*03ce13f7SAndroid Build Coastguard Worker }
182*03ce13f7SAndroid Build Coastguard Worker
draw(const vk::GraphicsPipeline * pipeline,const vk::DynamicState & dynamicState,unsigned int count,int baseVertex,CountedEvent * events,int instanceID,int layer,void * indexBuffer,const VkRect2D & renderArea,const vk::Pipeline::PushConstantStorage & pushConstants,bool update)183*03ce13f7SAndroid Build Coastguard Worker void Renderer::draw(const vk::GraphicsPipeline *pipeline, const vk::DynamicState &dynamicState, unsigned int count, int baseVertex,
184*03ce13f7SAndroid Build Coastguard Worker CountedEvent *events, int instanceID, int layer, void *indexBuffer, const VkRect2D &renderArea,
185*03ce13f7SAndroid Build Coastguard Worker const vk::Pipeline::PushConstantStorage &pushConstants, bool update)
186*03ce13f7SAndroid Build Coastguard Worker {
187*03ce13f7SAndroid Build Coastguard Worker if(count == 0) { return; }
188*03ce13f7SAndroid Build Coastguard Worker
189*03ce13f7SAndroid Build Coastguard Worker auto id = nextDrawID++;
190*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("draw %d", id);
191*03ce13f7SAndroid Build Coastguard Worker
192*03ce13f7SAndroid Build Coastguard Worker marl::Pool<sw::DrawCall>::Loan draw;
193*03ce13f7SAndroid Build Coastguard Worker {
194*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("drawCallPool.borrow()");
195*03ce13f7SAndroid Build Coastguard Worker draw = drawCallPool.borrow();
196*03ce13f7SAndroid Build Coastguard Worker }
197*03ce13f7SAndroid Build Coastguard Worker draw->id = id;
198*03ce13f7SAndroid Build Coastguard Worker
199*03ce13f7SAndroid Build Coastguard Worker const vk::GraphicsState &pipelineState = pipeline->getCombinedState(dynamicState);
200*03ce13f7SAndroid Build Coastguard Worker
201*03ce13f7SAndroid Build Coastguard Worker // A graphics pipeline must always be "complete" before it can be used for drawing. A
202*03ce13f7SAndroid Build Coastguard Worker // complete graphics pipeline always includes the vertex input interface and
203*03ce13f7SAndroid Build Coastguard Worker // pre-rasterization subsets, but only includes fragment and fragment output interface
204*03ce13f7SAndroid Build Coastguard Worker // subsets if rasterizer discard is not enabled.
205*03ce13f7SAndroid Build Coastguard Worker //
206*03ce13f7SAndroid Build Coastguard Worker // Note that in the following, the setupPrimitives, setupRoutine and pixelRoutine functions
207*03ce13f7SAndroid Build Coastguard Worker // are only called when rasterizer discard is not enabled. If rasterizer discard is
208*03ce13f7SAndroid Build Coastguard Worker // enabled, these functions and state for the latter two states are not set.
209*03ce13f7SAndroid Build Coastguard Worker const vk::VertexInputInterfaceState &vertexInputInterfaceState = pipelineState.getVertexInputInterfaceState();
210*03ce13f7SAndroid Build Coastguard Worker const vk::PreRasterizationState &preRasterizationState = pipelineState.getPreRasterizationState();
211*03ce13f7SAndroid Build Coastguard Worker const vk::FragmentState *fragmentState = nullptr;
212*03ce13f7SAndroid Build Coastguard Worker const vk::FragmentOutputInterfaceState *fragmentOutputInterfaceState = nullptr;
213*03ce13f7SAndroid Build Coastguard Worker
214*03ce13f7SAndroid Build Coastguard Worker const bool hasRasterizerDiscard = preRasterizationState.hasRasterizerDiscard();
215*03ce13f7SAndroid Build Coastguard Worker if(!hasRasterizerDiscard)
216*03ce13f7SAndroid Build Coastguard Worker {
217*03ce13f7SAndroid Build Coastguard Worker fragmentState = &pipelineState.getFragmentState();
218*03ce13f7SAndroid Build Coastguard Worker fragmentOutputInterfaceState = &pipelineState.getFragmentOutputInterfaceState();
219*03ce13f7SAndroid Build Coastguard Worker
220*03ce13f7SAndroid Build Coastguard Worker pixelProcessor.setBlendConstant(fragmentOutputInterfaceState->getBlendConstants());
221*03ce13f7SAndroid Build Coastguard Worker }
222*03ce13f7SAndroid Build Coastguard Worker
223*03ce13f7SAndroid Build Coastguard Worker const vk::Inputs &inputs = pipeline->getInputs();
224*03ce13f7SAndroid Build Coastguard Worker
225*03ce13f7SAndroid Build Coastguard Worker if(update)
226*03ce13f7SAndroid Build Coastguard Worker {
227*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("update");
228*03ce13f7SAndroid Build Coastguard Worker
229*03ce13f7SAndroid Build Coastguard Worker const sw::SpirvShader *fragmentShader = pipeline->getShader(VK_SHADER_STAGE_FRAGMENT_BIT).get();
230*03ce13f7SAndroid Build Coastguard Worker const sw::SpirvShader *vertexShader = pipeline->getShader(VK_SHADER_STAGE_VERTEX_BIT).get();
231*03ce13f7SAndroid Build Coastguard Worker
232*03ce13f7SAndroid Build Coastguard Worker const vk::Attachments attachments = pipeline->getAttachments();
233*03ce13f7SAndroid Build Coastguard Worker
234*03ce13f7SAndroid Build Coastguard Worker vertexState = vertexProcessor.update(pipelineState, vertexShader, inputs);
235*03ce13f7SAndroid Build Coastguard Worker vertexRoutine = vertexProcessor.routine(vertexState, preRasterizationState.getPipelineLayout(), vertexShader, inputs.getDescriptorSets());
236*03ce13f7SAndroid Build Coastguard Worker
237*03ce13f7SAndroid Build Coastguard Worker if(!hasRasterizerDiscard)
238*03ce13f7SAndroid Build Coastguard Worker {
239*03ce13f7SAndroid Build Coastguard Worker setupState = setupProcessor.update(pipelineState, fragmentShader, vertexShader, attachments);
240*03ce13f7SAndroid Build Coastguard Worker setupRoutine = setupProcessor.routine(setupState);
241*03ce13f7SAndroid Build Coastguard Worker
242*03ce13f7SAndroid Build Coastguard Worker pixelState = pixelProcessor.update(pipelineState, fragmentShader, vertexShader, attachments, hasOcclusionQuery());
243*03ce13f7SAndroid Build Coastguard Worker pixelRoutine = pixelProcessor.routine(pixelState, fragmentState->getPipelineLayout(), fragmentShader, attachments, inputs.getDescriptorSets());
244*03ce13f7SAndroid Build Coastguard Worker }
245*03ce13f7SAndroid Build Coastguard Worker }
246*03ce13f7SAndroid Build Coastguard Worker
247*03ce13f7SAndroid Build Coastguard Worker draw->preRasterizationContainsImageWrite = pipeline->preRasterizationContainsImageWrite();
248*03ce13f7SAndroid Build Coastguard Worker draw->fragmentContainsImageWrite = pipeline->fragmentContainsImageWrite();
249*03ce13f7SAndroid Build Coastguard Worker
250*03ce13f7SAndroid Build Coastguard Worker // The sample count affects the batch size even if rasterization is disabled.
251*03ce13f7SAndroid Build Coastguard Worker // TODO(b/147812380): Eliminate the dependency between multisampling and batch size.
252*03ce13f7SAndroid Build Coastguard Worker int ms = hasRasterizerDiscard ? 1 : fragmentOutputInterfaceState->getSampleCount();
253*03ce13f7SAndroid Build Coastguard Worker ASSERT(ms > 0);
254*03ce13f7SAndroid Build Coastguard Worker
255*03ce13f7SAndroid Build Coastguard Worker unsigned int numPrimitivesPerBatch = MaxBatchSize / ms;
256*03ce13f7SAndroid Build Coastguard Worker
257*03ce13f7SAndroid Build Coastguard Worker DrawData *data = draw->data;
258*03ce13f7SAndroid Build Coastguard Worker draw->occlusionQuery = occlusionQuery;
259*03ce13f7SAndroid Build Coastguard Worker draw->batchDataPool = &batchDataPool;
260*03ce13f7SAndroid Build Coastguard Worker draw->numPrimitives = count;
261*03ce13f7SAndroid Build Coastguard Worker draw->numPrimitivesPerBatch = numPrimitivesPerBatch;
262*03ce13f7SAndroid Build Coastguard Worker draw->numBatches = (count + draw->numPrimitivesPerBatch - 1) / draw->numPrimitivesPerBatch;
263*03ce13f7SAndroid Build Coastguard Worker draw->topology = vertexInputInterfaceState.getTopology();
264*03ce13f7SAndroid Build Coastguard Worker draw->provokingVertexMode = preRasterizationState.getProvokingVertexMode();
265*03ce13f7SAndroid Build Coastguard Worker draw->lineRasterizationMode = preRasterizationState.getLineRasterizationMode();
266*03ce13f7SAndroid Build Coastguard Worker draw->descriptorSetObjects = inputs.getDescriptorSetObjects();
267*03ce13f7SAndroid Build Coastguard Worker draw->preRasterizationPipelineLayout = preRasterizationState.getPipelineLayout();
268*03ce13f7SAndroid Build Coastguard Worker draw->depthClipEnable = preRasterizationState.getDepthClipEnable();
269*03ce13f7SAndroid Build Coastguard Worker draw->depthClipNegativeOneToOne = preRasterizationState.getDepthClipNegativeOneToOne();
270*03ce13f7SAndroid Build Coastguard Worker data->lineWidth = preRasterizationState.getLineWidth();
271*03ce13f7SAndroid Build Coastguard Worker data->rasterizerDiscard = hasRasterizerDiscard;
272*03ce13f7SAndroid Build Coastguard Worker
273*03ce13f7SAndroid Build Coastguard Worker data->descriptorSets = inputs.getDescriptorSets();
274*03ce13f7SAndroid Build Coastguard Worker data->descriptorDynamicOffsets = inputs.getDescriptorDynamicOffsets();
275*03ce13f7SAndroid Build Coastguard Worker
276*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < MAX_INTERFACE_COMPONENTS / 4; i++)
277*03ce13f7SAndroid Build Coastguard Worker {
278*03ce13f7SAndroid Build Coastguard Worker const sw::Stream &stream = inputs.getStream(i);
279*03ce13f7SAndroid Build Coastguard Worker data->input[i] = stream.buffer;
280*03ce13f7SAndroid Build Coastguard Worker data->robustnessSize[i] = stream.robustnessSize;
281*03ce13f7SAndroid Build Coastguard Worker data->stride[i] = inputs.getVertexStride(i);
282*03ce13f7SAndroid Build Coastguard Worker }
283*03ce13f7SAndroid Build Coastguard Worker
284*03ce13f7SAndroid Build Coastguard Worker data->indices = indexBuffer;
285*03ce13f7SAndroid Build Coastguard Worker data->layer = layer;
286*03ce13f7SAndroid Build Coastguard Worker data->instanceID = instanceID;
287*03ce13f7SAndroid Build Coastguard Worker data->baseVertex = baseVertex;
288*03ce13f7SAndroid Build Coastguard Worker draw->indexType = indexBuffer ? pipeline->getIndexBuffer().getIndexType() : VK_INDEX_TYPE_UINT16;
289*03ce13f7SAndroid Build Coastguard Worker
290*03ce13f7SAndroid Build Coastguard Worker draw->vertexRoutine = vertexRoutine;
291*03ce13f7SAndroid Build Coastguard Worker
292*03ce13f7SAndroid Build Coastguard Worker vk::DescriptorSet::PrepareForSampling(draw->descriptorSetObjects, draw->preRasterizationPipelineLayout, device);
293*03ce13f7SAndroid Build Coastguard Worker
294*03ce13f7SAndroid Build Coastguard Worker // Viewport
295*03ce13f7SAndroid Build Coastguard Worker {
296*03ce13f7SAndroid Build Coastguard Worker const VkViewport &viewport = preRasterizationState.getViewport();
297*03ce13f7SAndroid Build Coastguard Worker
298*03ce13f7SAndroid Build Coastguard Worker float W = 0.5f * viewport.width;
299*03ce13f7SAndroid Build Coastguard Worker float H = 0.5f * viewport.height;
300*03ce13f7SAndroid Build Coastguard Worker float X0 = viewport.x + W;
301*03ce13f7SAndroid Build Coastguard Worker float Y0 = viewport.y + H;
302*03ce13f7SAndroid Build Coastguard Worker float N = viewport.minDepth;
303*03ce13f7SAndroid Build Coastguard Worker float F = viewport.maxDepth;
304*03ce13f7SAndroid Build Coastguard Worker float Z = F - N;
305*03ce13f7SAndroid Build Coastguard Worker constexpr float subPixF = vk::SUBPIXEL_PRECISION_FACTOR;
306*03ce13f7SAndroid Build Coastguard Worker
307*03ce13f7SAndroid Build Coastguard Worker data->WxF = W * subPixF;
308*03ce13f7SAndroid Build Coastguard Worker data->HxF = H * subPixF;
309*03ce13f7SAndroid Build Coastguard Worker data->X0xF = X0 * subPixF - subPixF / 2;
310*03ce13f7SAndroid Build Coastguard Worker data->Y0xF = Y0 * subPixF - subPixF / 2;
311*03ce13f7SAndroid Build Coastguard Worker data->halfPixelX = 0.5f / W;
312*03ce13f7SAndroid Build Coastguard Worker data->halfPixelY = 0.5f / H;
313*03ce13f7SAndroid Build Coastguard Worker data->depthRange = Z;
314*03ce13f7SAndroid Build Coastguard Worker data->depthNear = N;
315*03ce13f7SAndroid Build Coastguard Worker data->constantDepthBias = preRasterizationState.getConstantDepthBias();
316*03ce13f7SAndroid Build Coastguard Worker data->slopeDepthBias = preRasterizationState.getSlopeDepthBias();
317*03ce13f7SAndroid Build Coastguard Worker data->depthBiasClamp = preRasterizationState.getDepthBiasClamp();
318*03ce13f7SAndroid Build Coastguard Worker
319*03ce13f7SAndroid Build Coastguard Worker // Adjust viewport transform based on the negativeOneToOne state.
320*03ce13f7SAndroid Build Coastguard Worker if(preRasterizationState.getDepthClipNegativeOneToOne())
321*03ce13f7SAndroid Build Coastguard Worker {
322*03ce13f7SAndroid Build Coastguard Worker data->depthRange = Z * 0.5f;
323*03ce13f7SAndroid Build Coastguard Worker data->depthNear = (F + N) * 0.5f;
324*03ce13f7SAndroid Build Coastguard Worker }
325*03ce13f7SAndroid Build Coastguard Worker }
326*03ce13f7SAndroid Build Coastguard Worker
327*03ce13f7SAndroid Build Coastguard Worker // Scissor
328*03ce13f7SAndroid Build Coastguard Worker {
329*03ce13f7SAndroid Build Coastguard Worker const VkRect2D &scissor = preRasterizationState.getScissor();
330*03ce13f7SAndroid Build Coastguard Worker
331*03ce13f7SAndroid Build Coastguard Worker int x0 = renderArea.offset.x;
332*03ce13f7SAndroid Build Coastguard Worker int y0 = renderArea.offset.y;
333*03ce13f7SAndroid Build Coastguard Worker int x1 = x0 + renderArea.extent.width;
334*03ce13f7SAndroid Build Coastguard Worker int y1 = y0 + renderArea.extent.height;
335*03ce13f7SAndroid Build Coastguard Worker data->scissorX0 = clamp<int>(scissor.offset.x, x0, x1);
336*03ce13f7SAndroid Build Coastguard Worker data->scissorX1 = clamp<int>(scissor.offset.x + scissor.extent.width, x0, x1);
337*03ce13f7SAndroid Build Coastguard Worker data->scissorY0 = clamp<int>(scissor.offset.y, y0, y1);
338*03ce13f7SAndroid Build Coastguard Worker data->scissorY1 = clamp<int>(scissor.offset.y + scissor.extent.height, y0, y1);
339*03ce13f7SAndroid Build Coastguard Worker }
340*03ce13f7SAndroid Build Coastguard Worker
341*03ce13f7SAndroid Build Coastguard Worker if(!hasRasterizerDiscard)
342*03ce13f7SAndroid Build Coastguard Worker {
343*03ce13f7SAndroid Build Coastguard Worker const VkPolygonMode polygonMode = preRasterizationState.getPolygonMode();
344*03ce13f7SAndroid Build Coastguard Worker
345*03ce13f7SAndroid Build Coastguard Worker DrawCall::SetupFunction setupPrimitives = nullptr;
346*03ce13f7SAndroid Build Coastguard Worker if(vertexInputInterfaceState.isDrawTriangle(false, polygonMode))
347*03ce13f7SAndroid Build Coastguard Worker {
348*03ce13f7SAndroid Build Coastguard Worker switch(preRasterizationState.getPolygonMode())
349*03ce13f7SAndroid Build Coastguard Worker {
350*03ce13f7SAndroid Build Coastguard Worker case VK_POLYGON_MODE_FILL:
351*03ce13f7SAndroid Build Coastguard Worker setupPrimitives = &DrawCall::setupSolidTriangles;
352*03ce13f7SAndroid Build Coastguard Worker break;
353*03ce13f7SAndroid Build Coastguard Worker case VK_POLYGON_MODE_LINE:
354*03ce13f7SAndroid Build Coastguard Worker setupPrimitives = &DrawCall::setupWireframeTriangles;
355*03ce13f7SAndroid Build Coastguard Worker numPrimitivesPerBatch /= 3;
356*03ce13f7SAndroid Build Coastguard Worker break;
357*03ce13f7SAndroid Build Coastguard Worker case VK_POLYGON_MODE_POINT:
358*03ce13f7SAndroid Build Coastguard Worker setupPrimitives = &DrawCall::setupPointTriangles;
359*03ce13f7SAndroid Build Coastguard Worker numPrimitivesPerBatch /= 3;
360*03ce13f7SAndroid Build Coastguard Worker break;
361*03ce13f7SAndroid Build Coastguard Worker default:
362*03ce13f7SAndroid Build Coastguard Worker UNSUPPORTED("polygon mode: %d", int(preRasterizationState.getPolygonMode()));
363*03ce13f7SAndroid Build Coastguard Worker return;
364*03ce13f7SAndroid Build Coastguard Worker }
365*03ce13f7SAndroid Build Coastguard Worker }
366*03ce13f7SAndroid Build Coastguard Worker else if(vertexInputInterfaceState.isDrawLine(false, polygonMode))
367*03ce13f7SAndroid Build Coastguard Worker {
368*03ce13f7SAndroid Build Coastguard Worker setupPrimitives = &DrawCall::setupLines;
369*03ce13f7SAndroid Build Coastguard Worker }
370*03ce13f7SAndroid Build Coastguard Worker else // Point primitive topology
371*03ce13f7SAndroid Build Coastguard Worker {
372*03ce13f7SAndroid Build Coastguard Worker setupPrimitives = &DrawCall::setupPoints;
373*03ce13f7SAndroid Build Coastguard Worker }
374*03ce13f7SAndroid Build Coastguard Worker
375*03ce13f7SAndroid Build Coastguard Worker draw->setupState = setupState;
376*03ce13f7SAndroid Build Coastguard Worker draw->setupRoutine = setupRoutine;
377*03ce13f7SAndroid Build Coastguard Worker draw->pixelRoutine = pixelRoutine;
378*03ce13f7SAndroid Build Coastguard Worker draw->setupPrimitives = setupPrimitives;
379*03ce13f7SAndroid Build Coastguard Worker draw->fragmentPipelineLayout = fragmentState->getPipelineLayout();
380*03ce13f7SAndroid Build Coastguard Worker
381*03ce13f7SAndroid Build Coastguard Worker if(pixelState.stencilActive)
382*03ce13f7SAndroid Build Coastguard Worker {
383*03ce13f7SAndroid Build Coastguard Worker data->stencil[0].set(fragmentState->getFrontStencil().reference, fragmentState->getFrontStencil().compareMask, fragmentState->getFrontStencil().writeMask);
384*03ce13f7SAndroid Build Coastguard Worker data->stencil[1].set(fragmentState->getBackStencil().reference, fragmentState->getBackStencil().compareMask, fragmentState->getBackStencil().writeMask);
385*03ce13f7SAndroid Build Coastguard Worker }
386*03ce13f7SAndroid Build Coastguard Worker
387*03ce13f7SAndroid Build Coastguard Worker data->factor = pixelProcessor.factor;
388*03ce13f7SAndroid Build Coastguard Worker
389*03ce13f7SAndroid Build Coastguard Worker if(pixelState.alphaToCoverage)
390*03ce13f7SAndroid Build Coastguard Worker {
391*03ce13f7SAndroid Build Coastguard Worker if(ms == 4)
392*03ce13f7SAndroid Build Coastguard Worker {
393*03ce13f7SAndroid Build Coastguard Worker data->a2c0 = 0.2f;
394*03ce13f7SAndroid Build Coastguard Worker data->a2c1 = 0.4f;
395*03ce13f7SAndroid Build Coastguard Worker data->a2c2 = 0.6f;
396*03ce13f7SAndroid Build Coastguard Worker data->a2c3 = 0.8f;
397*03ce13f7SAndroid Build Coastguard Worker }
398*03ce13f7SAndroid Build Coastguard Worker else if(ms == 2)
399*03ce13f7SAndroid Build Coastguard Worker {
400*03ce13f7SAndroid Build Coastguard Worker data->a2c0 = 0.25f;
401*03ce13f7SAndroid Build Coastguard Worker data->a2c1 = 0.75f;
402*03ce13f7SAndroid Build Coastguard Worker }
403*03ce13f7SAndroid Build Coastguard Worker else if(ms == 1)
404*03ce13f7SAndroid Build Coastguard Worker {
405*03ce13f7SAndroid Build Coastguard Worker data->a2c0 = 0.5f;
406*03ce13f7SAndroid Build Coastguard Worker }
407*03ce13f7SAndroid Build Coastguard Worker else
408*03ce13f7SAndroid Build Coastguard Worker ASSERT(false);
409*03ce13f7SAndroid Build Coastguard Worker }
410*03ce13f7SAndroid Build Coastguard Worker
411*03ce13f7SAndroid Build Coastguard Worker if(pixelState.occlusionEnabled)
412*03ce13f7SAndroid Build Coastguard Worker {
413*03ce13f7SAndroid Build Coastguard Worker for(int cluster = 0; cluster < MaxClusterCount; cluster++)
414*03ce13f7SAndroid Build Coastguard Worker {
415*03ce13f7SAndroid Build Coastguard Worker data->occlusion[cluster] = 0;
416*03ce13f7SAndroid Build Coastguard Worker }
417*03ce13f7SAndroid Build Coastguard Worker }
418*03ce13f7SAndroid Build Coastguard Worker
419*03ce13f7SAndroid Build Coastguard Worker // Viewport
420*03ce13f7SAndroid Build Coastguard Worker {
421*03ce13f7SAndroid Build Coastguard Worker const vk::Attachments attachments = pipeline->getAttachments();
422*03ce13f7SAndroid Build Coastguard Worker if(attachments.depthBuffer)
423*03ce13f7SAndroid Build Coastguard Worker {
424*03ce13f7SAndroid Build Coastguard Worker switch(attachments.depthBuffer->getFormat(VK_IMAGE_ASPECT_DEPTH_BIT))
425*03ce13f7SAndroid Build Coastguard Worker {
426*03ce13f7SAndroid Build Coastguard Worker case VK_FORMAT_D16_UNORM:
427*03ce13f7SAndroid Build Coastguard Worker // Minimum is 1 unit, but account for potential floating-point rounding errors
428*03ce13f7SAndroid Build Coastguard Worker data->minimumResolvableDepthDifference = 1.01f / 0xFFFF;
429*03ce13f7SAndroid Build Coastguard Worker break;
430*03ce13f7SAndroid Build Coastguard Worker case VK_FORMAT_D32_SFLOAT:
431*03ce13f7SAndroid Build Coastguard Worker // The minimum resolvable depth difference is determined per-polygon for floating-point depth
432*03ce13f7SAndroid Build Coastguard Worker // buffers. DrawData::minimumResolvableDepthDifference is unused.
433*03ce13f7SAndroid Build Coastguard Worker break;
434*03ce13f7SAndroid Build Coastguard Worker default:
435*03ce13f7SAndroid Build Coastguard Worker UNSUPPORTED("Depth format: %d", int(attachments.depthBuffer->getFormat(VK_IMAGE_ASPECT_DEPTH_BIT)));
436*03ce13f7SAndroid Build Coastguard Worker }
437*03ce13f7SAndroid Build Coastguard Worker }
438*03ce13f7SAndroid Build Coastguard Worker }
439*03ce13f7SAndroid Build Coastguard Worker
440*03ce13f7SAndroid Build Coastguard Worker // Target
441*03ce13f7SAndroid Build Coastguard Worker {
442*03ce13f7SAndroid Build Coastguard Worker const vk::Attachments attachments = pipeline->getAttachments();
443*03ce13f7SAndroid Build Coastguard Worker
444*03ce13f7SAndroid Build Coastguard Worker for(int index = 0; index < MAX_COLOR_BUFFERS; index++)
445*03ce13f7SAndroid Build Coastguard Worker {
446*03ce13f7SAndroid Build Coastguard Worker draw->colorBuffer[index] = attachments.colorBuffer[index];
447*03ce13f7SAndroid Build Coastguard Worker
448*03ce13f7SAndroid Build Coastguard Worker if(draw->colorBuffer[index])
449*03ce13f7SAndroid Build Coastguard Worker {
450*03ce13f7SAndroid Build Coastguard Worker data->colorBuffer[index] = (unsigned int *)attachments.colorBuffer[index]->getOffsetPointer({ 0, 0, 0 }, VK_IMAGE_ASPECT_COLOR_BIT, 0, data->layer);
451*03ce13f7SAndroid Build Coastguard Worker data->colorPitchB[index] = attachments.colorBuffer[index]->rowPitchBytes(VK_IMAGE_ASPECT_COLOR_BIT, 0);
452*03ce13f7SAndroid Build Coastguard Worker data->colorSliceB[index] = attachments.colorBuffer[index]->slicePitchBytes(VK_IMAGE_ASPECT_COLOR_BIT, 0);
453*03ce13f7SAndroid Build Coastguard Worker }
454*03ce13f7SAndroid Build Coastguard Worker }
455*03ce13f7SAndroid Build Coastguard Worker
456*03ce13f7SAndroid Build Coastguard Worker draw->depthBuffer = attachments.depthBuffer;
457*03ce13f7SAndroid Build Coastguard Worker draw->stencilBuffer = attachments.stencilBuffer;
458*03ce13f7SAndroid Build Coastguard Worker
459*03ce13f7SAndroid Build Coastguard Worker if(draw->depthBuffer)
460*03ce13f7SAndroid Build Coastguard Worker {
461*03ce13f7SAndroid Build Coastguard Worker data->depthBuffer = (float *)attachments.depthBuffer->getOffsetPointer({ 0, 0, 0 }, VK_IMAGE_ASPECT_DEPTH_BIT, 0, data->layer);
462*03ce13f7SAndroid Build Coastguard Worker data->depthPitchB = attachments.depthBuffer->rowPitchBytes(VK_IMAGE_ASPECT_DEPTH_BIT, 0);
463*03ce13f7SAndroid Build Coastguard Worker data->depthSliceB = attachments.depthBuffer->slicePitchBytes(VK_IMAGE_ASPECT_DEPTH_BIT, 0);
464*03ce13f7SAndroid Build Coastguard Worker }
465*03ce13f7SAndroid Build Coastguard Worker
466*03ce13f7SAndroid Build Coastguard Worker if(draw->stencilBuffer)
467*03ce13f7SAndroid Build Coastguard Worker {
468*03ce13f7SAndroid Build Coastguard Worker data->stencilBuffer = (unsigned char *)attachments.stencilBuffer->getOffsetPointer({ 0, 0, 0 }, VK_IMAGE_ASPECT_STENCIL_BIT, 0, data->layer);
469*03ce13f7SAndroid Build Coastguard Worker data->stencilPitchB = attachments.stencilBuffer->rowPitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT, 0);
470*03ce13f7SAndroid Build Coastguard Worker data->stencilSliceB = attachments.stencilBuffer->slicePitchBytes(VK_IMAGE_ASPECT_STENCIL_BIT, 0);
471*03ce13f7SAndroid Build Coastguard Worker }
472*03ce13f7SAndroid Build Coastguard Worker }
473*03ce13f7SAndroid Build Coastguard Worker
474*03ce13f7SAndroid Build Coastguard Worker if(draw->fragmentPipelineLayout != draw->preRasterizationPipelineLayout)
475*03ce13f7SAndroid Build Coastguard Worker {
476*03ce13f7SAndroid Build Coastguard Worker vk::DescriptorSet::PrepareForSampling(draw->descriptorSetObjects, draw->fragmentPipelineLayout, device);
477*03ce13f7SAndroid Build Coastguard Worker }
478*03ce13f7SAndroid Build Coastguard Worker }
479*03ce13f7SAndroid Build Coastguard Worker
480*03ce13f7SAndroid Build Coastguard Worker // Push constants
481*03ce13f7SAndroid Build Coastguard Worker {
482*03ce13f7SAndroid Build Coastguard Worker data->pushConstants = pushConstants;
483*03ce13f7SAndroid Build Coastguard Worker }
484*03ce13f7SAndroid Build Coastguard Worker
485*03ce13f7SAndroid Build Coastguard Worker draw->events = events;
486*03ce13f7SAndroid Build Coastguard Worker
487*03ce13f7SAndroid Build Coastguard Worker DrawCall::run(device, draw, &drawTickets, clusterQueues);
488*03ce13f7SAndroid Build Coastguard Worker }
489*03ce13f7SAndroid Build Coastguard Worker
setup()490*03ce13f7SAndroid Build Coastguard Worker void DrawCall::setup()
491*03ce13f7SAndroid Build Coastguard Worker {
492*03ce13f7SAndroid Build Coastguard Worker if(occlusionQuery != nullptr)
493*03ce13f7SAndroid Build Coastguard Worker {
494*03ce13f7SAndroid Build Coastguard Worker occlusionQuery->start();
495*03ce13f7SAndroid Build Coastguard Worker }
496*03ce13f7SAndroid Build Coastguard Worker
497*03ce13f7SAndroid Build Coastguard Worker if(events)
498*03ce13f7SAndroid Build Coastguard Worker {
499*03ce13f7SAndroid Build Coastguard Worker events->add();
500*03ce13f7SAndroid Build Coastguard Worker }
501*03ce13f7SAndroid Build Coastguard Worker }
502*03ce13f7SAndroid Build Coastguard Worker
teardown(vk::Device * device)503*03ce13f7SAndroid Build Coastguard Worker void DrawCall::teardown(vk::Device *device)
504*03ce13f7SAndroid Build Coastguard Worker {
505*03ce13f7SAndroid Build Coastguard Worker if(events)
506*03ce13f7SAndroid Build Coastguard Worker {
507*03ce13f7SAndroid Build Coastguard Worker events->done();
508*03ce13f7SAndroid Build Coastguard Worker events = nullptr;
509*03ce13f7SAndroid Build Coastguard Worker }
510*03ce13f7SAndroid Build Coastguard Worker
511*03ce13f7SAndroid Build Coastguard Worker vertexRoutine = {};
512*03ce13f7SAndroid Build Coastguard Worker setupRoutine = {};
513*03ce13f7SAndroid Build Coastguard Worker pixelRoutine = {};
514*03ce13f7SAndroid Build Coastguard Worker
515*03ce13f7SAndroid Build Coastguard Worker if(preRasterizationContainsImageWrite)
516*03ce13f7SAndroid Build Coastguard Worker {
517*03ce13f7SAndroid Build Coastguard Worker vk::DescriptorSet::ContentsChanged(descriptorSetObjects, preRasterizationPipelineLayout, device);
518*03ce13f7SAndroid Build Coastguard Worker }
519*03ce13f7SAndroid Build Coastguard Worker
520*03ce13f7SAndroid Build Coastguard Worker if(!data->rasterizerDiscard)
521*03ce13f7SAndroid Build Coastguard Worker {
522*03ce13f7SAndroid Build Coastguard Worker if(occlusionQuery != nullptr)
523*03ce13f7SAndroid Build Coastguard Worker {
524*03ce13f7SAndroid Build Coastguard Worker for(int cluster = 0; cluster < MaxClusterCount; cluster++)
525*03ce13f7SAndroid Build Coastguard Worker {
526*03ce13f7SAndroid Build Coastguard Worker occlusionQuery->add(data->occlusion[cluster]);
527*03ce13f7SAndroid Build Coastguard Worker }
528*03ce13f7SAndroid Build Coastguard Worker occlusionQuery->finish();
529*03ce13f7SAndroid Build Coastguard Worker }
530*03ce13f7SAndroid Build Coastguard Worker
531*03ce13f7SAndroid Build Coastguard Worker for(auto *target : colorBuffer)
532*03ce13f7SAndroid Build Coastguard Worker {
533*03ce13f7SAndroid Build Coastguard Worker if(target)
534*03ce13f7SAndroid Build Coastguard Worker {
535*03ce13f7SAndroid Build Coastguard Worker target->contentsChanged(vk::Image::DIRECT_MEMORY_ACCESS);
536*03ce13f7SAndroid Build Coastguard Worker }
537*03ce13f7SAndroid Build Coastguard Worker }
538*03ce13f7SAndroid Build Coastguard Worker
539*03ce13f7SAndroid Build Coastguard Worker // If pre-rasterization and fragment use the same pipeline, and pre-rasterization
540*03ce13f7SAndroid Build Coastguard Worker // also contains image writes, don't double-notify the descriptor set.
541*03ce13f7SAndroid Build Coastguard Worker const bool descSetAlreadyNotified = preRasterizationContainsImageWrite && fragmentPipelineLayout == preRasterizationPipelineLayout;
542*03ce13f7SAndroid Build Coastguard Worker if(fragmentContainsImageWrite && !descSetAlreadyNotified)
543*03ce13f7SAndroid Build Coastguard Worker {
544*03ce13f7SAndroid Build Coastguard Worker vk::DescriptorSet::ContentsChanged(descriptorSetObjects, fragmentPipelineLayout, device);
545*03ce13f7SAndroid Build Coastguard Worker }
546*03ce13f7SAndroid Build Coastguard Worker }
547*03ce13f7SAndroid Build Coastguard Worker }
548*03ce13f7SAndroid Build Coastguard Worker
run(vk::Device * device,const marl::Loan<DrawCall> & draw,marl::Ticket::Queue * tickets,marl::Ticket::Queue clusterQueues[MaxClusterCount])549*03ce13f7SAndroid Build Coastguard Worker void DrawCall::run(vk::Device *device, const marl::Loan<DrawCall> &draw, marl::Ticket::Queue *tickets, marl::Ticket::Queue clusterQueues[MaxClusterCount])
550*03ce13f7SAndroid Build Coastguard Worker {
551*03ce13f7SAndroid Build Coastguard Worker draw->setup();
552*03ce13f7SAndroid Build Coastguard Worker
553*03ce13f7SAndroid Build Coastguard Worker const auto numPrimitives = draw->numPrimitives;
554*03ce13f7SAndroid Build Coastguard Worker const auto numPrimitivesPerBatch = draw->numPrimitivesPerBatch;
555*03ce13f7SAndroid Build Coastguard Worker const auto numBatches = draw->numBatches;
556*03ce13f7SAndroid Build Coastguard Worker
557*03ce13f7SAndroid Build Coastguard Worker auto ticket = tickets->take();
558*03ce13f7SAndroid Build Coastguard Worker auto finally = marl::make_shared_finally([device, draw, ticket] {
559*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("FINISH draw %d", draw->id);
560*03ce13f7SAndroid Build Coastguard Worker draw->teardown(device);
561*03ce13f7SAndroid Build Coastguard Worker ticket.done();
562*03ce13f7SAndroid Build Coastguard Worker });
563*03ce13f7SAndroid Build Coastguard Worker
564*03ce13f7SAndroid Build Coastguard Worker for(unsigned int batchId = 0; batchId < numBatches; batchId++)
565*03ce13f7SAndroid Build Coastguard Worker {
566*03ce13f7SAndroid Build Coastguard Worker auto batch = draw->batchDataPool->borrow();
567*03ce13f7SAndroid Build Coastguard Worker batch->id = batchId;
568*03ce13f7SAndroid Build Coastguard Worker batch->firstPrimitive = batch->id * numPrimitivesPerBatch;
569*03ce13f7SAndroid Build Coastguard Worker batch->numPrimitives = std::min(batch->firstPrimitive + numPrimitivesPerBatch, numPrimitives) - batch->firstPrimitive;
570*03ce13f7SAndroid Build Coastguard Worker
571*03ce13f7SAndroid Build Coastguard Worker for(int cluster = 0; cluster < MaxClusterCount; cluster++)
572*03ce13f7SAndroid Build Coastguard Worker {
573*03ce13f7SAndroid Build Coastguard Worker batch->clusterTickets[cluster] = std::move(clusterQueues[cluster].take());
574*03ce13f7SAndroid Build Coastguard Worker }
575*03ce13f7SAndroid Build Coastguard Worker
576*03ce13f7SAndroid Build Coastguard Worker marl::schedule([device, draw, batch, finally] {
577*03ce13f7SAndroid Build Coastguard Worker processVertices(device, draw.get(), batch.get());
578*03ce13f7SAndroid Build Coastguard Worker
579*03ce13f7SAndroid Build Coastguard Worker if(!draw->data->rasterizerDiscard)
580*03ce13f7SAndroid Build Coastguard Worker {
581*03ce13f7SAndroid Build Coastguard Worker processPrimitives(device, draw.get(), batch.get());
582*03ce13f7SAndroid Build Coastguard Worker
583*03ce13f7SAndroid Build Coastguard Worker if(batch->numVisible > 0)
584*03ce13f7SAndroid Build Coastguard Worker {
585*03ce13f7SAndroid Build Coastguard Worker processPixels(device, draw, batch, finally);
586*03ce13f7SAndroid Build Coastguard Worker return;
587*03ce13f7SAndroid Build Coastguard Worker }
588*03ce13f7SAndroid Build Coastguard Worker }
589*03ce13f7SAndroid Build Coastguard Worker
590*03ce13f7SAndroid Build Coastguard Worker for(int cluster = 0; cluster < MaxClusterCount; cluster++)
591*03ce13f7SAndroid Build Coastguard Worker {
592*03ce13f7SAndroid Build Coastguard Worker batch->clusterTickets[cluster].done();
593*03ce13f7SAndroid Build Coastguard Worker }
594*03ce13f7SAndroid Build Coastguard Worker });
595*03ce13f7SAndroid Build Coastguard Worker }
596*03ce13f7SAndroid Build Coastguard Worker }
597*03ce13f7SAndroid Build Coastguard Worker
processVertices(vk::Device * device,DrawCall * draw,BatchData * batch)598*03ce13f7SAndroid Build Coastguard Worker void DrawCall::processVertices(vk::Device *device, DrawCall *draw, BatchData *batch)
599*03ce13f7SAndroid Build Coastguard Worker {
600*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("VERTEX draw %d, batch %d", draw->id, batch->id);
601*03ce13f7SAndroid Build Coastguard Worker
602*03ce13f7SAndroid Build Coastguard Worker unsigned int triangleIndices[MaxBatchSize + 1][3]; // One extra for SIMD width overrun. TODO: Adjust to dynamic batch size.
603*03ce13f7SAndroid Build Coastguard Worker {
604*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("processPrimitiveVertices");
605*03ce13f7SAndroid Build Coastguard Worker processPrimitiveVertices(
606*03ce13f7SAndroid Build Coastguard Worker triangleIndices,
607*03ce13f7SAndroid Build Coastguard Worker draw->data->indices,
608*03ce13f7SAndroid Build Coastguard Worker draw->indexType,
609*03ce13f7SAndroid Build Coastguard Worker batch->firstPrimitive,
610*03ce13f7SAndroid Build Coastguard Worker batch->numPrimitives,
611*03ce13f7SAndroid Build Coastguard Worker draw->topology,
612*03ce13f7SAndroid Build Coastguard Worker draw->provokingVertexMode);
613*03ce13f7SAndroid Build Coastguard Worker }
614*03ce13f7SAndroid Build Coastguard Worker
615*03ce13f7SAndroid Build Coastguard Worker auto &vertexTask = batch->vertexTask;
616*03ce13f7SAndroid Build Coastguard Worker vertexTask.primitiveStart = batch->firstPrimitive;
617*03ce13f7SAndroid Build Coastguard Worker // We're only using batch compaction for points, not lines
618*03ce13f7SAndroid Build Coastguard Worker vertexTask.vertexCount = batch->numPrimitives * ((draw->topology == VK_PRIMITIVE_TOPOLOGY_POINT_LIST) ? 1 : 3);
619*03ce13f7SAndroid Build Coastguard Worker if(vertexTask.vertexCache.drawCall != draw->id)
620*03ce13f7SAndroid Build Coastguard Worker {
621*03ce13f7SAndroid Build Coastguard Worker vertexTask.vertexCache.clear();
622*03ce13f7SAndroid Build Coastguard Worker vertexTask.vertexCache.drawCall = draw->id;
623*03ce13f7SAndroid Build Coastguard Worker }
624*03ce13f7SAndroid Build Coastguard Worker
625*03ce13f7SAndroid Build Coastguard Worker draw->vertexRoutine(device, &batch->triangles.front().v0, &triangleIndices[0][0], &vertexTask, draw->data);
626*03ce13f7SAndroid Build Coastguard Worker }
627*03ce13f7SAndroid Build Coastguard Worker
processPrimitives(vk::Device * device,DrawCall * draw,BatchData * batch)628*03ce13f7SAndroid Build Coastguard Worker void DrawCall::processPrimitives(vk::Device *device, DrawCall *draw, BatchData *batch)
629*03ce13f7SAndroid Build Coastguard Worker {
630*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("PRIMITIVES draw %d batch %d", draw->id, batch->id);
631*03ce13f7SAndroid Build Coastguard Worker auto triangles = &batch->triangles[0];
632*03ce13f7SAndroid Build Coastguard Worker auto primitives = &batch->primitives[0];
633*03ce13f7SAndroid Build Coastguard Worker batch->numVisible = draw->setupPrimitives(device, triangles, primitives, draw, batch->numPrimitives);
634*03ce13f7SAndroid Build Coastguard Worker }
635*03ce13f7SAndroid Build Coastguard Worker
processPixels(vk::Device * device,const marl::Loan<DrawCall> & draw,const marl::Loan<BatchData> & batch,const std::shared_ptr<marl::Finally> & finally)636*03ce13f7SAndroid Build Coastguard Worker void DrawCall::processPixels(vk::Device *device, const marl::Loan<DrawCall> &draw, const marl::Loan<BatchData> &batch, const std::shared_ptr<marl::Finally> &finally)
637*03ce13f7SAndroid Build Coastguard Worker {
638*03ce13f7SAndroid Build Coastguard Worker struct Data
639*03ce13f7SAndroid Build Coastguard Worker {
640*03ce13f7SAndroid Build Coastguard Worker Data(const marl::Loan<DrawCall> &draw, const marl::Loan<BatchData> &batch, const std::shared_ptr<marl::Finally> &finally)
641*03ce13f7SAndroid Build Coastguard Worker : draw(draw)
642*03ce13f7SAndroid Build Coastguard Worker , batch(batch)
643*03ce13f7SAndroid Build Coastguard Worker , finally(finally)
644*03ce13f7SAndroid Build Coastguard Worker {}
645*03ce13f7SAndroid Build Coastguard Worker marl::Loan<DrawCall> draw;
646*03ce13f7SAndroid Build Coastguard Worker marl::Loan<BatchData> batch;
647*03ce13f7SAndroid Build Coastguard Worker std::shared_ptr<marl::Finally> finally;
648*03ce13f7SAndroid Build Coastguard Worker };
649*03ce13f7SAndroid Build Coastguard Worker auto data = std::make_shared<Data>(draw, batch, finally);
650*03ce13f7SAndroid Build Coastguard Worker for(int cluster = 0; cluster < MaxClusterCount; cluster++)
651*03ce13f7SAndroid Build Coastguard Worker {
652*03ce13f7SAndroid Build Coastguard Worker batch->clusterTickets[cluster].onCall([device, data, cluster] {
653*03ce13f7SAndroid Build Coastguard Worker auto &draw = data->draw;
654*03ce13f7SAndroid Build Coastguard Worker auto &batch = data->batch;
655*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("PIXEL draw %d, batch %d, cluster %d", draw->id, batch->id, cluster);
656*03ce13f7SAndroid Build Coastguard Worker draw->pixelRoutine(device, &batch->primitives.front(), batch->numVisible, cluster, MaxClusterCount, draw->data);
657*03ce13f7SAndroid Build Coastguard Worker batch->clusterTickets[cluster].done();
658*03ce13f7SAndroid Build Coastguard Worker });
659*03ce13f7SAndroid Build Coastguard Worker }
660*03ce13f7SAndroid Build Coastguard Worker }
661*03ce13f7SAndroid Build Coastguard Worker
synchronize()662*03ce13f7SAndroid Build Coastguard Worker void Renderer::synchronize()
663*03ce13f7SAndroid Build Coastguard Worker {
664*03ce13f7SAndroid Build Coastguard Worker MARL_SCOPED_EVENT("synchronize");
665*03ce13f7SAndroid Build Coastguard Worker auto ticket = drawTickets.take();
666*03ce13f7SAndroid Build Coastguard Worker ticket.wait();
667*03ce13f7SAndroid Build Coastguard Worker device->updateSamplingRoutineSnapshotCache();
668*03ce13f7SAndroid Build Coastguard Worker ticket.done();
669*03ce13f7SAndroid Build Coastguard Worker }
670*03ce13f7SAndroid Build Coastguard Worker
processPrimitiveVertices(unsigned int triangleIndicesOut[MaxBatchSize+1][3],const void * primitiveIndices,VkIndexType indexType,unsigned int start,unsigned int triangleCount,VkPrimitiveTopology topology,VkProvokingVertexModeEXT provokingVertexMode)671*03ce13f7SAndroid Build Coastguard Worker void DrawCall::processPrimitiveVertices(
672*03ce13f7SAndroid Build Coastguard Worker unsigned int triangleIndicesOut[MaxBatchSize + 1][3],
673*03ce13f7SAndroid Build Coastguard Worker const void *primitiveIndices,
674*03ce13f7SAndroid Build Coastguard Worker VkIndexType indexType,
675*03ce13f7SAndroid Build Coastguard Worker unsigned int start,
676*03ce13f7SAndroid Build Coastguard Worker unsigned int triangleCount,
677*03ce13f7SAndroid Build Coastguard Worker VkPrimitiveTopology topology,
678*03ce13f7SAndroid Build Coastguard Worker VkProvokingVertexModeEXT provokingVertexMode)
679*03ce13f7SAndroid Build Coastguard Worker {
680*03ce13f7SAndroid Build Coastguard Worker if(!primitiveIndices)
681*03ce13f7SAndroid Build Coastguard Worker {
682*03ce13f7SAndroid Build Coastguard Worker struct LinearIndex
683*03ce13f7SAndroid Build Coastguard Worker {
684*03ce13f7SAndroid Build Coastguard Worker unsigned int operator[](unsigned int i) { return i; }
685*03ce13f7SAndroid Build Coastguard Worker };
686*03ce13f7SAndroid Build Coastguard Worker
687*03ce13f7SAndroid Build Coastguard Worker if(!setBatchIndices(triangleIndicesOut, topology, provokingVertexMode, LinearIndex(), start, triangleCount))
688*03ce13f7SAndroid Build Coastguard Worker {
689*03ce13f7SAndroid Build Coastguard Worker return;
690*03ce13f7SAndroid Build Coastguard Worker }
691*03ce13f7SAndroid Build Coastguard Worker }
692*03ce13f7SAndroid Build Coastguard Worker else
693*03ce13f7SAndroid Build Coastguard Worker {
694*03ce13f7SAndroid Build Coastguard Worker switch(indexType)
695*03ce13f7SAndroid Build Coastguard Worker {
696*03ce13f7SAndroid Build Coastguard Worker case VK_INDEX_TYPE_UINT16:
697*03ce13f7SAndroid Build Coastguard Worker if(!setBatchIndices(triangleIndicesOut, topology, provokingVertexMode, static_cast<const uint16_t *>(primitiveIndices), start, triangleCount))
698*03ce13f7SAndroid Build Coastguard Worker {
699*03ce13f7SAndroid Build Coastguard Worker return;
700*03ce13f7SAndroid Build Coastguard Worker }
701*03ce13f7SAndroid Build Coastguard Worker break;
702*03ce13f7SAndroid Build Coastguard Worker case VK_INDEX_TYPE_UINT32:
703*03ce13f7SAndroid Build Coastguard Worker if(!setBatchIndices(triangleIndicesOut, topology, provokingVertexMode, static_cast<const uint32_t *>(primitiveIndices), start, triangleCount))
704*03ce13f7SAndroid Build Coastguard Worker {
705*03ce13f7SAndroid Build Coastguard Worker return;
706*03ce13f7SAndroid Build Coastguard Worker }
707*03ce13f7SAndroid Build Coastguard Worker break;
708*03ce13f7SAndroid Build Coastguard Worker break;
709*03ce13f7SAndroid Build Coastguard Worker default:
710*03ce13f7SAndroid Build Coastguard Worker ASSERT(false);
711*03ce13f7SAndroid Build Coastguard Worker return;
712*03ce13f7SAndroid Build Coastguard Worker }
713*03ce13f7SAndroid Build Coastguard Worker }
714*03ce13f7SAndroid Build Coastguard Worker
715*03ce13f7SAndroid Build Coastguard Worker // setBatchIndices() takes care of the point case, since it's different due to the compaction
716*03ce13f7SAndroid Build Coastguard Worker if(topology != VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
717*03ce13f7SAndroid Build Coastguard Worker {
718*03ce13f7SAndroid Build Coastguard Worker // Repeat the last index to allow for SIMD width overrun.
719*03ce13f7SAndroid Build Coastguard Worker triangleIndicesOut[triangleCount][0] = triangleIndicesOut[triangleCount - 1][2];
720*03ce13f7SAndroid Build Coastguard Worker triangleIndicesOut[triangleCount][1] = triangleIndicesOut[triangleCount - 1][2];
721*03ce13f7SAndroid Build Coastguard Worker triangleIndicesOut[triangleCount][2] = triangleIndicesOut[triangleCount - 1][2];
722*03ce13f7SAndroid Build Coastguard Worker }
723*03ce13f7SAndroid Build Coastguard Worker }
724*03ce13f7SAndroid Build Coastguard Worker
setupSolidTriangles(vk::Device * device,Triangle * triangles,Primitive * primitives,const DrawCall * drawCall,int count)725*03ce13f7SAndroid Build Coastguard Worker int DrawCall::setupSolidTriangles(vk::Device *device, Triangle *triangles, Primitive *primitives, const DrawCall *drawCall, int count)
726*03ce13f7SAndroid Build Coastguard Worker {
727*03ce13f7SAndroid Build Coastguard Worker auto &state = drawCall->setupState;
728*03ce13f7SAndroid Build Coastguard Worker
729*03ce13f7SAndroid Build Coastguard Worker int ms = state.multiSampleCount;
730*03ce13f7SAndroid Build Coastguard Worker const DrawData *data = drawCall->data;
731*03ce13f7SAndroid Build Coastguard Worker int visible = 0;
732*03ce13f7SAndroid Build Coastguard Worker
733*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < count; i++, triangles++)
734*03ce13f7SAndroid Build Coastguard Worker {
735*03ce13f7SAndroid Build Coastguard Worker Vertex &v0 = triangles->v0;
736*03ce13f7SAndroid Build Coastguard Worker Vertex &v1 = triangles->v1;
737*03ce13f7SAndroid Build Coastguard Worker Vertex &v2 = triangles->v2;
738*03ce13f7SAndroid Build Coastguard Worker
739*03ce13f7SAndroid Build Coastguard Worker Polygon polygon(&v0.position, &v1.position, &v2.position);
740*03ce13f7SAndroid Build Coastguard Worker
741*03ce13f7SAndroid Build Coastguard Worker if((v0.cullMask | v1.cullMask | v2.cullMask) == 0)
742*03ce13f7SAndroid Build Coastguard Worker {
743*03ce13f7SAndroid Build Coastguard Worker continue;
744*03ce13f7SAndroid Build Coastguard Worker }
745*03ce13f7SAndroid Build Coastguard Worker
746*03ce13f7SAndroid Build Coastguard Worker if((v0.clipFlags & v1.clipFlags & v2.clipFlags) != Clipper::CLIP_FINITE)
747*03ce13f7SAndroid Build Coastguard Worker {
748*03ce13f7SAndroid Build Coastguard Worker continue;
749*03ce13f7SAndroid Build Coastguard Worker }
750*03ce13f7SAndroid Build Coastguard Worker
751*03ce13f7SAndroid Build Coastguard Worker int clipFlagsOr = v0.clipFlags | v1.clipFlags | v2.clipFlags;
752*03ce13f7SAndroid Build Coastguard Worker if(clipFlagsOr != Clipper::CLIP_FINITE)
753*03ce13f7SAndroid Build Coastguard Worker {
754*03ce13f7SAndroid Build Coastguard Worker if(!Clipper::Clip(polygon, clipFlagsOr, *drawCall))
755*03ce13f7SAndroid Build Coastguard Worker {
756*03ce13f7SAndroid Build Coastguard Worker continue;
757*03ce13f7SAndroid Build Coastguard Worker }
758*03ce13f7SAndroid Build Coastguard Worker }
759*03ce13f7SAndroid Build Coastguard Worker
760*03ce13f7SAndroid Build Coastguard Worker if(drawCall->setupRoutine(device, primitives, triangles, &polygon, data))
761*03ce13f7SAndroid Build Coastguard Worker {
762*03ce13f7SAndroid Build Coastguard Worker primitives += ms;
763*03ce13f7SAndroid Build Coastguard Worker visible++;
764*03ce13f7SAndroid Build Coastguard Worker }
765*03ce13f7SAndroid Build Coastguard Worker }
766*03ce13f7SAndroid Build Coastguard Worker
767*03ce13f7SAndroid Build Coastguard Worker return visible;
768*03ce13f7SAndroid Build Coastguard Worker }
769*03ce13f7SAndroid Build Coastguard Worker
setupWireframeTriangles(vk::Device * device,Triangle * triangles,Primitive * primitives,const DrawCall * drawCall,int count)770*03ce13f7SAndroid Build Coastguard Worker int DrawCall::setupWireframeTriangles(vk::Device *device, Triangle *triangles, Primitive *primitives, const DrawCall *drawCall, int count)
771*03ce13f7SAndroid Build Coastguard Worker {
772*03ce13f7SAndroid Build Coastguard Worker auto &state = drawCall->setupState;
773*03ce13f7SAndroid Build Coastguard Worker
774*03ce13f7SAndroid Build Coastguard Worker int ms = state.multiSampleCount;
775*03ce13f7SAndroid Build Coastguard Worker int visible = 0;
776*03ce13f7SAndroid Build Coastguard Worker
777*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < count; i++)
778*03ce13f7SAndroid Build Coastguard Worker {
779*03ce13f7SAndroid Build Coastguard Worker const Vertex &v0 = triangles[i].v0;
780*03ce13f7SAndroid Build Coastguard Worker const Vertex &v1 = triangles[i].v1;
781*03ce13f7SAndroid Build Coastguard Worker const Vertex &v2 = triangles[i].v2;
782*03ce13f7SAndroid Build Coastguard Worker
783*03ce13f7SAndroid Build Coastguard Worker float A = ((float)v0.projected.y - (float)v2.projected.y) * (float)v1.projected.x +
784*03ce13f7SAndroid Build Coastguard Worker ((float)v2.projected.y - (float)v1.projected.y) * (float)v0.projected.x +
785*03ce13f7SAndroid Build Coastguard Worker ((float)v1.projected.y - (float)v0.projected.y) * (float)v2.projected.x; // Area
786*03ce13f7SAndroid Build Coastguard Worker
787*03ce13f7SAndroid Build Coastguard Worker int w0w1w2 = bit_cast<int>(v0.w) ^
788*03ce13f7SAndroid Build Coastguard Worker bit_cast<int>(v1.w) ^
789*03ce13f7SAndroid Build Coastguard Worker bit_cast<int>(v2.w);
790*03ce13f7SAndroid Build Coastguard Worker
791*03ce13f7SAndroid Build Coastguard Worker A = w0w1w2 < 0 ? -A : A;
792*03ce13f7SAndroid Build Coastguard Worker
793*03ce13f7SAndroid Build Coastguard Worker bool frontFacing = (state.frontFace == VK_FRONT_FACE_COUNTER_CLOCKWISE) ? (A >= 0.0f) : (A <= 0.0f);
794*03ce13f7SAndroid Build Coastguard Worker
795*03ce13f7SAndroid Build Coastguard Worker if(state.cullMode & VK_CULL_MODE_FRONT_BIT)
796*03ce13f7SAndroid Build Coastguard Worker {
797*03ce13f7SAndroid Build Coastguard Worker if(frontFacing) continue;
798*03ce13f7SAndroid Build Coastguard Worker }
799*03ce13f7SAndroid Build Coastguard Worker if(state.cullMode & VK_CULL_MODE_BACK_BIT)
800*03ce13f7SAndroid Build Coastguard Worker {
801*03ce13f7SAndroid Build Coastguard Worker if(!frontFacing) continue;
802*03ce13f7SAndroid Build Coastguard Worker }
803*03ce13f7SAndroid Build Coastguard Worker
804*03ce13f7SAndroid Build Coastguard Worker Triangle lines[3];
805*03ce13f7SAndroid Build Coastguard Worker lines[0].v0 = v0;
806*03ce13f7SAndroid Build Coastguard Worker lines[0].v1 = v1;
807*03ce13f7SAndroid Build Coastguard Worker lines[1].v0 = v1;
808*03ce13f7SAndroid Build Coastguard Worker lines[1].v1 = v2;
809*03ce13f7SAndroid Build Coastguard Worker lines[2].v0 = v2;
810*03ce13f7SAndroid Build Coastguard Worker lines[2].v1 = v0;
811*03ce13f7SAndroid Build Coastguard Worker
812*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < 3; i++)
813*03ce13f7SAndroid Build Coastguard Worker {
814*03ce13f7SAndroid Build Coastguard Worker if(setupLine(device, *primitives, lines[i], *drawCall))
815*03ce13f7SAndroid Build Coastguard Worker {
816*03ce13f7SAndroid Build Coastguard Worker primitives += ms;
817*03ce13f7SAndroid Build Coastguard Worker visible++;
818*03ce13f7SAndroid Build Coastguard Worker }
819*03ce13f7SAndroid Build Coastguard Worker }
820*03ce13f7SAndroid Build Coastguard Worker }
821*03ce13f7SAndroid Build Coastguard Worker
822*03ce13f7SAndroid Build Coastguard Worker return visible;
823*03ce13f7SAndroid Build Coastguard Worker }
824*03ce13f7SAndroid Build Coastguard Worker
setupPointTriangles(vk::Device * device,Triangle * triangles,Primitive * primitives,const DrawCall * drawCall,int count)825*03ce13f7SAndroid Build Coastguard Worker int DrawCall::setupPointTriangles(vk::Device *device, Triangle *triangles, Primitive *primitives, const DrawCall *drawCall, int count)
826*03ce13f7SAndroid Build Coastguard Worker {
827*03ce13f7SAndroid Build Coastguard Worker auto &state = drawCall->setupState;
828*03ce13f7SAndroid Build Coastguard Worker
829*03ce13f7SAndroid Build Coastguard Worker int ms = state.multiSampleCount;
830*03ce13f7SAndroid Build Coastguard Worker int visible = 0;
831*03ce13f7SAndroid Build Coastguard Worker
832*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < count; i++)
833*03ce13f7SAndroid Build Coastguard Worker {
834*03ce13f7SAndroid Build Coastguard Worker const Vertex &v0 = triangles[i].v0;
835*03ce13f7SAndroid Build Coastguard Worker const Vertex &v1 = triangles[i].v1;
836*03ce13f7SAndroid Build Coastguard Worker const Vertex &v2 = triangles[i].v2;
837*03ce13f7SAndroid Build Coastguard Worker
838*03ce13f7SAndroid Build Coastguard Worker float d = (v0.y * v1.x - v0.x * v1.y) * v2.w +
839*03ce13f7SAndroid Build Coastguard Worker (v0.x * v2.y - v0.y * v2.x) * v1.w +
840*03ce13f7SAndroid Build Coastguard Worker (v2.x * v1.y - v1.x * v2.y) * v0.w;
841*03ce13f7SAndroid Build Coastguard Worker
842*03ce13f7SAndroid Build Coastguard Worker bool frontFacing = (state.frontFace == VK_FRONT_FACE_COUNTER_CLOCKWISE) ? (d > 0) : (d < 0);
843*03ce13f7SAndroid Build Coastguard Worker if(state.cullMode & VK_CULL_MODE_FRONT_BIT)
844*03ce13f7SAndroid Build Coastguard Worker {
845*03ce13f7SAndroid Build Coastguard Worker if(frontFacing) continue;
846*03ce13f7SAndroid Build Coastguard Worker }
847*03ce13f7SAndroid Build Coastguard Worker if(state.cullMode & VK_CULL_MODE_BACK_BIT)
848*03ce13f7SAndroid Build Coastguard Worker {
849*03ce13f7SAndroid Build Coastguard Worker if(!frontFacing) continue;
850*03ce13f7SAndroid Build Coastguard Worker }
851*03ce13f7SAndroid Build Coastguard Worker
852*03ce13f7SAndroid Build Coastguard Worker Triangle points[3];
853*03ce13f7SAndroid Build Coastguard Worker points[0].v0 = v0;
854*03ce13f7SAndroid Build Coastguard Worker points[1].v0 = v1;
855*03ce13f7SAndroid Build Coastguard Worker points[2].v0 = v2;
856*03ce13f7SAndroid Build Coastguard Worker
857*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < 3; i++)
858*03ce13f7SAndroid Build Coastguard Worker {
859*03ce13f7SAndroid Build Coastguard Worker if(setupPoint(device, *primitives, points[i], *drawCall))
860*03ce13f7SAndroid Build Coastguard Worker {
861*03ce13f7SAndroid Build Coastguard Worker primitives += ms;
862*03ce13f7SAndroid Build Coastguard Worker visible++;
863*03ce13f7SAndroid Build Coastguard Worker }
864*03ce13f7SAndroid Build Coastguard Worker }
865*03ce13f7SAndroid Build Coastguard Worker }
866*03ce13f7SAndroid Build Coastguard Worker
867*03ce13f7SAndroid Build Coastguard Worker return visible;
868*03ce13f7SAndroid Build Coastguard Worker }
869*03ce13f7SAndroid Build Coastguard Worker
setupLines(vk::Device * device,Triangle * triangles,Primitive * primitives,const DrawCall * drawCall,int count)870*03ce13f7SAndroid Build Coastguard Worker int DrawCall::setupLines(vk::Device *device, Triangle *triangles, Primitive *primitives, const DrawCall *drawCall, int count)
871*03ce13f7SAndroid Build Coastguard Worker {
872*03ce13f7SAndroid Build Coastguard Worker auto &state = drawCall->setupState;
873*03ce13f7SAndroid Build Coastguard Worker
874*03ce13f7SAndroid Build Coastguard Worker int visible = 0;
875*03ce13f7SAndroid Build Coastguard Worker int ms = state.multiSampleCount;
876*03ce13f7SAndroid Build Coastguard Worker
877*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < count; i++)
878*03ce13f7SAndroid Build Coastguard Worker {
879*03ce13f7SAndroid Build Coastguard Worker if(setupLine(device, *primitives, *triangles, *drawCall))
880*03ce13f7SAndroid Build Coastguard Worker {
881*03ce13f7SAndroid Build Coastguard Worker primitives += ms;
882*03ce13f7SAndroid Build Coastguard Worker visible++;
883*03ce13f7SAndroid Build Coastguard Worker }
884*03ce13f7SAndroid Build Coastguard Worker
885*03ce13f7SAndroid Build Coastguard Worker triangles++;
886*03ce13f7SAndroid Build Coastguard Worker }
887*03ce13f7SAndroid Build Coastguard Worker
888*03ce13f7SAndroid Build Coastguard Worker return visible;
889*03ce13f7SAndroid Build Coastguard Worker }
890*03ce13f7SAndroid Build Coastguard Worker
setupPoints(vk::Device * device,Triangle * triangles,Primitive * primitives,const DrawCall * drawCall,int count)891*03ce13f7SAndroid Build Coastguard Worker int DrawCall::setupPoints(vk::Device *device, Triangle *triangles, Primitive *primitives, const DrawCall *drawCall, int count)
892*03ce13f7SAndroid Build Coastguard Worker {
893*03ce13f7SAndroid Build Coastguard Worker auto &state = drawCall->setupState;
894*03ce13f7SAndroid Build Coastguard Worker
895*03ce13f7SAndroid Build Coastguard Worker int visible = 0;
896*03ce13f7SAndroid Build Coastguard Worker int ms = state.multiSampleCount;
897*03ce13f7SAndroid Build Coastguard Worker
898*03ce13f7SAndroid Build Coastguard Worker for(int i = 0; i < count; i++)
899*03ce13f7SAndroid Build Coastguard Worker {
900*03ce13f7SAndroid Build Coastguard Worker if(setupPoint(device, *primitives, *triangles, *drawCall))
901*03ce13f7SAndroid Build Coastguard Worker {
902*03ce13f7SAndroid Build Coastguard Worker primitives += ms;
903*03ce13f7SAndroid Build Coastguard Worker visible++;
904*03ce13f7SAndroid Build Coastguard Worker }
905*03ce13f7SAndroid Build Coastguard Worker
906*03ce13f7SAndroid Build Coastguard Worker triangles++;
907*03ce13f7SAndroid Build Coastguard Worker }
908*03ce13f7SAndroid Build Coastguard Worker
909*03ce13f7SAndroid Build Coastguard Worker return visible;
910*03ce13f7SAndroid Build Coastguard Worker }
911*03ce13f7SAndroid Build Coastguard Worker
setupLine(vk::Device * device,Primitive & primitive,Triangle & triangle,const DrawCall & draw)912*03ce13f7SAndroid Build Coastguard Worker bool DrawCall::setupLine(vk::Device *device, Primitive &primitive, Triangle &triangle, const DrawCall &draw)
913*03ce13f7SAndroid Build Coastguard Worker {
914*03ce13f7SAndroid Build Coastguard Worker const Vertex &v0 = triangle.v0;
915*03ce13f7SAndroid Build Coastguard Worker const Vertex &v1 = triangle.v1;
916*03ce13f7SAndroid Build Coastguard Worker
917*03ce13f7SAndroid Build Coastguard Worker if((v0.cullMask | v1.cullMask) == 0)
918*03ce13f7SAndroid Build Coastguard Worker {
919*03ce13f7SAndroid Build Coastguard Worker return false;
920*03ce13f7SAndroid Build Coastguard Worker }
921*03ce13f7SAndroid Build Coastguard Worker
922*03ce13f7SAndroid Build Coastguard Worker const float4 &P0 = v0.position;
923*03ce13f7SAndroid Build Coastguard Worker const float4 &P1 = v1.position;
924*03ce13f7SAndroid Build Coastguard Worker
925*03ce13f7SAndroid Build Coastguard Worker if(P0.w <= 0 && P1.w <= 0)
926*03ce13f7SAndroid Build Coastguard Worker {
927*03ce13f7SAndroid Build Coastguard Worker return false;
928*03ce13f7SAndroid Build Coastguard Worker }
929*03ce13f7SAndroid Build Coastguard Worker
930*03ce13f7SAndroid Build Coastguard Worker const DrawData &data = *draw.data;
931*03ce13f7SAndroid Build Coastguard Worker const float lineWidth = data.lineWidth;
932*03ce13f7SAndroid Build Coastguard Worker const int clipFlags = draw.depthClipEnable ? Clipper::CLIP_FRUSTUM : Clipper::CLIP_SIDES;
933*03ce13f7SAndroid Build Coastguard Worker constexpr float subPixF = vk::SUBPIXEL_PRECISION_FACTOR;
934*03ce13f7SAndroid Build Coastguard Worker
935*03ce13f7SAndroid Build Coastguard Worker const float W = data.WxF * (1.0f / subPixF);
936*03ce13f7SAndroid Build Coastguard Worker const float H = data.HxF * (1.0f / subPixF);
937*03ce13f7SAndroid Build Coastguard Worker
938*03ce13f7SAndroid Build Coastguard Worker float dx = W * (P1.x / P1.w - P0.x / P0.w);
939*03ce13f7SAndroid Build Coastguard Worker float dy = H * (P1.y / P1.w - P0.y / P0.w);
940*03ce13f7SAndroid Build Coastguard Worker
941*03ce13f7SAndroid Build Coastguard Worker if(dx == 0 && dy == 0)
942*03ce13f7SAndroid Build Coastguard Worker {
943*03ce13f7SAndroid Build Coastguard Worker return false;
944*03ce13f7SAndroid Build Coastguard Worker }
945*03ce13f7SAndroid Build Coastguard Worker
946*03ce13f7SAndroid Build Coastguard Worker if(draw.lineRasterizationMode != VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT)
947*03ce13f7SAndroid Build Coastguard Worker {
948*03ce13f7SAndroid Build Coastguard Worker // Rectangle centered on the line segment
949*03ce13f7SAndroid Build Coastguard Worker
950*03ce13f7SAndroid Build Coastguard Worker float4 P[4];
951*03ce13f7SAndroid Build Coastguard Worker
952*03ce13f7SAndroid Build Coastguard Worker P[0] = P0;
953*03ce13f7SAndroid Build Coastguard Worker P[1] = P1;
954*03ce13f7SAndroid Build Coastguard Worker P[2] = P1;
955*03ce13f7SAndroid Build Coastguard Worker P[3] = P0;
956*03ce13f7SAndroid Build Coastguard Worker
957*03ce13f7SAndroid Build Coastguard Worker float scale = lineWidth * 0.5f / sqrt(dx * dx + dy * dy);
958*03ce13f7SAndroid Build Coastguard Worker
959*03ce13f7SAndroid Build Coastguard Worker dx *= scale;
960*03ce13f7SAndroid Build Coastguard Worker dy *= scale;
961*03ce13f7SAndroid Build Coastguard Worker
962*03ce13f7SAndroid Build Coastguard Worker float dx0h = dx * P0.w / H;
963*03ce13f7SAndroid Build Coastguard Worker float dy0w = dy * P0.w / W;
964*03ce13f7SAndroid Build Coastguard Worker
965*03ce13f7SAndroid Build Coastguard Worker float dx1h = dx * P1.w / H;
966*03ce13f7SAndroid Build Coastguard Worker float dy1w = dy * P1.w / W;
967*03ce13f7SAndroid Build Coastguard Worker
968*03ce13f7SAndroid Build Coastguard Worker P[0].x += -dy0w;
969*03ce13f7SAndroid Build Coastguard Worker P[0].y += +dx0h;
970*03ce13f7SAndroid Build Coastguard Worker
971*03ce13f7SAndroid Build Coastguard Worker P[1].x += -dy1w;
972*03ce13f7SAndroid Build Coastguard Worker P[1].y += +dx1h;
973*03ce13f7SAndroid Build Coastguard Worker
974*03ce13f7SAndroid Build Coastguard Worker P[2].x += +dy1w;
975*03ce13f7SAndroid Build Coastguard Worker P[2].y += -dx1h;
976*03ce13f7SAndroid Build Coastguard Worker
977*03ce13f7SAndroid Build Coastguard Worker P[3].x += +dy0w;
978*03ce13f7SAndroid Build Coastguard Worker P[3].y += -dx0h;
979*03ce13f7SAndroid Build Coastguard Worker
980*03ce13f7SAndroid Build Coastguard Worker Polygon polygon(P, 4);
981*03ce13f7SAndroid Build Coastguard Worker
982*03ce13f7SAndroid Build Coastguard Worker if(!Clipper::Clip(polygon, clipFlags, draw))
983*03ce13f7SAndroid Build Coastguard Worker {
984*03ce13f7SAndroid Build Coastguard Worker return false;
985*03ce13f7SAndroid Build Coastguard Worker }
986*03ce13f7SAndroid Build Coastguard Worker
987*03ce13f7SAndroid Build Coastguard Worker return draw.setupRoutine(device, &primitive, &triangle, &polygon, &data);
988*03ce13f7SAndroid Build Coastguard Worker }
989*03ce13f7SAndroid Build Coastguard Worker else if(false) // TODO(b/80135519): Deprecate
990*03ce13f7SAndroid Build Coastguard Worker {
991*03ce13f7SAndroid Build Coastguard Worker // Connecting diamonds polygon
992*03ce13f7SAndroid Build Coastguard Worker // This shape satisfies the diamond test convention, except for the exit rule part.
993*03ce13f7SAndroid Build Coastguard Worker // Line segments with overlapping endpoints have duplicate fragments.
994*03ce13f7SAndroid Build Coastguard Worker // The ideal algorithm requires half-open line rasterization (b/80135519).
995*03ce13f7SAndroid Build Coastguard Worker
996*03ce13f7SAndroid Build Coastguard Worker float4 P[8];
997*03ce13f7SAndroid Build Coastguard Worker
998*03ce13f7SAndroid Build Coastguard Worker P[0] = P0;
999*03ce13f7SAndroid Build Coastguard Worker P[1] = P0;
1000*03ce13f7SAndroid Build Coastguard Worker P[2] = P0;
1001*03ce13f7SAndroid Build Coastguard Worker P[3] = P0;
1002*03ce13f7SAndroid Build Coastguard Worker P[4] = P1;
1003*03ce13f7SAndroid Build Coastguard Worker P[5] = P1;
1004*03ce13f7SAndroid Build Coastguard Worker P[6] = P1;
1005*03ce13f7SAndroid Build Coastguard Worker P[7] = P1;
1006*03ce13f7SAndroid Build Coastguard Worker
1007*03ce13f7SAndroid Build Coastguard Worker float dx0 = lineWidth * 0.5f * P0.w / W;
1008*03ce13f7SAndroid Build Coastguard Worker float dy0 = lineWidth * 0.5f * P0.w / H;
1009*03ce13f7SAndroid Build Coastguard Worker
1010*03ce13f7SAndroid Build Coastguard Worker float dx1 = lineWidth * 0.5f * P1.w / W;
1011*03ce13f7SAndroid Build Coastguard Worker float dy1 = lineWidth * 0.5f * P1.w / H;
1012*03ce13f7SAndroid Build Coastguard Worker
1013*03ce13f7SAndroid Build Coastguard Worker P[0].x += -dx0;
1014*03ce13f7SAndroid Build Coastguard Worker P[1].y += +dy0;
1015*03ce13f7SAndroid Build Coastguard Worker P[2].x += +dx0;
1016*03ce13f7SAndroid Build Coastguard Worker P[3].y += -dy0;
1017*03ce13f7SAndroid Build Coastguard Worker P[4].x += -dx1;
1018*03ce13f7SAndroid Build Coastguard Worker P[5].y += +dy1;
1019*03ce13f7SAndroid Build Coastguard Worker P[6].x += +dx1;
1020*03ce13f7SAndroid Build Coastguard Worker P[7].y += -dy1;
1021*03ce13f7SAndroid Build Coastguard Worker
1022*03ce13f7SAndroid Build Coastguard Worker float4 L[6];
1023*03ce13f7SAndroid Build Coastguard Worker
1024*03ce13f7SAndroid Build Coastguard Worker if(dx > -dy)
1025*03ce13f7SAndroid Build Coastguard Worker {
1026*03ce13f7SAndroid Build Coastguard Worker if(dx > dy) // Right
1027*03ce13f7SAndroid Build Coastguard Worker {
1028*03ce13f7SAndroid Build Coastguard Worker L[0] = P[0];
1029*03ce13f7SAndroid Build Coastguard Worker L[1] = P[1];
1030*03ce13f7SAndroid Build Coastguard Worker L[2] = P[5];
1031*03ce13f7SAndroid Build Coastguard Worker L[3] = P[6];
1032*03ce13f7SAndroid Build Coastguard Worker L[4] = P[7];
1033*03ce13f7SAndroid Build Coastguard Worker L[5] = P[3];
1034*03ce13f7SAndroid Build Coastguard Worker }
1035*03ce13f7SAndroid Build Coastguard Worker else // Down
1036*03ce13f7SAndroid Build Coastguard Worker {
1037*03ce13f7SAndroid Build Coastguard Worker L[0] = P[0];
1038*03ce13f7SAndroid Build Coastguard Worker L[1] = P[4];
1039*03ce13f7SAndroid Build Coastguard Worker L[2] = P[5];
1040*03ce13f7SAndroid Build Coastguard Worker L[3] = P[6];
1041*03ce13f7SAndroid Build Coastguard Worker L[4] = P[2];
1042*03ce13f7SAndroid Build Coastguard Worker L[5] = P[3];
1043*03ce13f7SAndroid Build Coastguard Worker }
1044*03ce13f7SAndroid Build Coastguard Worker }
1045*03ce13f7SAndroid Build Coastguard Worker else
1046*03ce13f7SAndroid Build Coastguard Worker {
1047*03ce13f7SAndroid Build Coastguard Worker if(dx > dy) // Up
1048*03ce13f7SAndroid Build Coastguard Worker {
1049*03ce13f7SAndroid Build Coastguard Worker L[0] = P[0];
1050*03ce13f7SAndroid Build Coastguard Worker L[1] = P[1];
1051*03ce13f7SAndroid Build Coastguard Worker L[2] = P[2];
1052*03ce13f7SAndroid Build Coastguard Worker L[3] = P[6];
1053*03ce13f7SAndroid Build Coastguard Worker L[4] = P[7];
1054*03ce13f7SAndroid Build Coastguard Worker L[5] = P[4];
1055*03ce13f7SAndroid Build Coastguard Worker }
1056*03ce13f7SAndroid Build Coastguard Worker else // Left
1057*03ce13f7SAndroid Build Coastguard Worker {
1058*03ce13f7SAndroid Build Coastguard Worker L[0] = P[1];
1059*03ce13f7SAndroid Build Coastguard Worker L[1] = P[2];
1060*03ce13f7SAndroid Build Coastguard Worker L[2] = P[3];
1061*03ce13f7SAndroid Build Coastguard Worker L[3] = P[7];
1062*03ce13f7SAndroid Build Coastguard Worker L[4] = P[4];
1063*03ce13f7SAndroid Build Coastguard Worker L[5] = P[5];
1064*03ce13f7SAndroid Build Coastguard Worker }
1065*03ce13f7SAndroid Build Coastguard Worker }
1066*03ce13f7SAndroid Build Coastguard Worker
1067*03ce13f7SAndroid Build Coastguard Worker Polygon polygon(L, 6);
1068*03ce13f7SAndroid Build Coastguard Worker
1069*03ce13f7SAndroid Build Coastguard Worker if(!Clipper::Clip(polygon, clipFlags, draw))
1070*03ce13f7SAndroid Build Coastguard Worker {
1071*03ce13f7SAndroid Build Coastguard Worker return false;
1072*03ce13f7SAndroid Build Coastguard Worker }
1073*03ce13f7SAndroid Build Coastguard Worker
1074*03ce13f7SAndroid Build Coastguard Worker return draw.setupRoutine(device, &primitive, &triangle, &polygon, &data);
1075*03ce13f7SAndroid Build Coastguard Worker }
1076*03ce13f7SAndroid Build Coastguard Worker else
1077*03ce13f7SAndroid Build Coastguard Worker {
1078*03ce13f7SAndroid Build Coastguard Worker // Parallelogram approximating Bresenham line
1079*03ce13f7SAndroid Build Coastguard Worker // This algorithm does not satisfy the ideal diamond-exit rule, but does avoid the
1080*03ce13f7SAndroid Build Coastguard Worker // duplicate fragment rasterization problem and satisfies all of Vulkan's minimum
1081*03ce13f7SAndroid Build Coastguard Worker // requirements for Bresenham line segment rasterization.
1082*03ce13f7SAndroid Build Coastguard Worker
1083*03ce13f7SAndroid Build Coastguard Worker float4 P[8];
1084*03ce13f7SAndroid Build Coastguard Worker P[0] = P0;
1085*03ce13f7SAndroid Build Coastguard Worker P[1] = P0;
1086*03ce13f7SAndroid Build Coastguard Worker P[2] = P0;
1087*03ce13f7SAndroid Build Coastguard Worker P[3] = P0;
1088*03ce13f7SAndroid Build Coastguard Worker P[4] = P1;
1089*03ce13f7SAndroid Build Coastguard Worker P[5] = P1;
1090*03ce13f7SAndroid Build Coastguard Worker P[6] = P1;
1091*03ce13f7SAndroid Build Coastguard Worker P[7] = P1;
1092*03ce13f7SAndroid Build Coastguard Worker
1093*03ce13f7SAndroid Build Coastguard Worker float dx0 = lineWidth * 0.5f * P0.w / W;
1094*03ce13f7SAndroid Build Coastguard Worker float dy0 = lineWidth * 0.5f * P0.w / H;
1095*03ce13f7SAndroid Build Coastguard Worker
1096*03ce13f7SAndroid Build Coastguard Worker float dx1 = lineWidth * 0.5f * P1.w / W;
1097*03ce13f7SAndroid Build Coastguard Worker float dy1 = lineWidth * 0.5f * P1.w / H;
1098*03ce13f7SAndroid Build Coastguard Worker
1099*03ce13f7SAndroid Build Coastguard Worker P[0].x += -dx0;
1100*03ce13f7SAndroid Build Coastguard Worker P[1].y += +dy0;
1101*03ce13f7SAndroid Build Coastguard Worker P[2].x += +dx0;
1102*03ce13f7SAndroid Build Coastguard Worker P[3].y += -dy0;
1103*03ce13f7SAndroid Build Coastguard Worker P[4].x += -dx1;
1104*03ce13f7SAndroid Build Coastguard Worker P[5].y += +dy1;
1105*03ce13f7SAndroid Build Coastguard Worker P[6].x += +dx1;
1106*03ce13f7SAndroid Build Coastguard Worker P[7].y += -dy1;
1107*03ce13f7SAndroid Build Coastguard Worker
1108*03ce13f7SAndroid Build Coastguard Worker float4 L[4];
1109*03ce13f7SAndroid Build Coastguard Worker
1110*03ce13f7SAndroid Build Coastguard Worker if(dx > -dy)
1111*03ce13f7SAndroid Build Coastguard Worker {
1112*03ce13f7SAndroid Build Coastguard Worker if(dx > dy) // Right
1113*03ce13f7SAndroid Build Coastguard Worker {
1114*03ce13f7SAndroid Build Coastguard Worker L[0] = P[1];
1115*03ce13f7SAndroid Build Coastguard Worker L[1] = P[5];
1116*03ce13f7SAndroid Build Coastguard Worker L[2] = P[7];
1117*03ce13f7SAndroid Build Coastguard Worker L[3] = P[3];
1118*03ce13f7SAndroid Build Coastguard Worker }
1119*03ce13f7SAndroid Build Coastguard Worker else // Down
1120*03ce13f7SAndroid Build Coastguard Worker {
1121*03ce13f7SAndroid Build Coastguard Worker L[0] = P[0];
1122*03ce13f7SAndroid Build Coastguard Worker L[1] = P[4];
1123*03ce13f7SAndroid Build Coastguard Worker L[2] = P[6];
1124*03ce13f7SAndroid Build Coastguard Worker L[3] = P[2];
1125*03ce13f7SAndroid Build Coastguard Worker }
1126*03ce13f7SAndroid Build Coastguard Worker }
1127*03ce13f7SAndroid Build Coastguard Worker else
1128*03ce13f7SAndroid Build Coastguard Worker {
1129*03ce13f7SAndroid Build Coastguard Worker if(dx > dy) // Up
1130*03ce13f7SAndroid Build Coastguard Worker {
1131*03ce13f7SAndroid Build Coastguard Worker L[0] = P[0];
1132*03ce13f7SAndroid Build Coastguard Worker L[1] = P[2];
1133*03ce13f7SAndroid Build Coastguard Worker L[2] = P[6];
1134*03ce13f7SAndroid Build Coastguard Worker L[3] = P[4];
1135*03ce13f7SAndroid Build Coastguard Worker }
1136*03ce13f7SAndroid Build Coastguard Worker else // Left
1137*03ce13f7SAndroid Build Coastguard Worker {
1138*03ce13f7SAndroid Build Coastguard Worker L[0] = P[1];
1139*03ce13f7SAndroid Build Coastguard Worker L[1] = P[3];
1140*03ce13f7SAndroid Build Coastguard Worker L[2] = P[7];
1141*03ce13f7SAndroid Build Coastguard Worker L[3] = P[5];
1142*03ce13f7SAndroid Build Coastguard Worker }
1143*03ce13f7SAndroid Build Coastguard Worker }
1144*03ce13f7SAndroid Build Coastguard Worker
1145*03ce13f7SAndroid Build Coastguard Worker Polygon polygon(L, 4);
1146*03ce13f7SAndroid Build Coastguard Worker
1147*03ce13f7SAndroid Build Coastguard Worker if(!Clipper::Clip(polygon, clipFlags, draw))
1148*03ce13f7SAndroid Build Coastguard Worker {
1149*03ce13f7SAndroid Build Coastguard Worker return false;
1150*03ce13f7SAndroid Build Coastguard Worker }
1151*03ce13f7SAndroid Build Coastguard Worker
1152*03ce13f7SAndroid Build Coastguard Worker return draw.setupRoutine(device, &primitive, &triangle, &polygon, &data);
1153*03ce13f7SAndroid Build Coastguard Worker }
1154*03ce13f7SAndroid Build Coastguard Worker
1155*03ce13f7SAndroid Build Coastguard Worker return false;
1156*03ce13f7SAndroid Build Coastguard Worker }
1157*03ce13f7SAndroid Build Coastguard Worker
setupPoint(vk::Device * device,Primitive & primitive,Triangle & triangle,const DrawCall & draw)1158*03ce13f7SAndroid Build Coastguard Worker bool DrawCall::setupPoint(vk::Device *device, Primitive &primitive, Triangle &triangle, const DrawCall &draw)
1159*03ce13f7SAndroid Build Coastguard Worker {
1160*03ce13f7SAndroid Build Coastguard Worker const Vertex &v = triangle.v0;
1161*03ce13f7SAndroid Build Coastguard Worker
1162*03ce13f7SAndroid Build Coastguard Worker if(v.cullMask == 0)
1163*03ce13f7SAndroid Build Coastguard Worker {
1164*03ce13f7SAndroid Build Coastguard Worker return false;
1165*03ce13f7SAndroid Build Coastguard Worker }
1166*03ce13f7SAndroid Build Coastguard Worker
1167*03ce13f7SAndroid Build Coastguard Worker const DrawData &data = *draw.data;
1168*03ce13f7SAndroid Build Coastguard Worker const int clipFlags = draw.depthClipEnable ? Clipper::CLIP_FRUSTUM : Clipper::CLIP_SIDES;
1169*03ce13f7SAndroid Build Coastguard Worker
1170*03ce13f7SAndroid Build Coastguard Worker const float pSize = clamp(v.pointSize, 1.0f, static_cast<float>(vk::MAX_POINT_SIZE));
1171*03ce13f7SAndroid Build Coastguard Worker const float X = pSize * v.position.w * data.halfPixelX;
1172*03ce13f7SAndroid Build Coastguard Worker const float Y = pSize * v.position.w * data.halfPixelY;
1173*03ce13f7SAndroid Build Coastguard Worker
1174*03ce13f7SAndroid Build Coastguard Worker float4 P[4];
1175*03ce13f7SAndroid Build Coastguard Worker
1176*03ce13f7SAndroid Build Coastguard Worker P[0] = v.position;
1177*03ce13f7SAndroid Build Coastguard Worker P[0].x -= X;
1178*03ce13f7SAndroid Build Coastguard Worker P[0].y += Y;
1179*03ce13f7SAndroid Build Coastguard Worker
1180*03ce13f7SAndroid Build Coastguard Worker P[1] = v.position;
1181*03ce13f7SAndroid Build Coastguard Worker P[1].x += X;
1182*03ce13f7SAndroid Build Coastguard Worker P[1].y += Y;
1183*03ce13f7SAndroid Build Coastguard Worker
1184*03ce13f7SAndroid Build Coastguard Worker P[2] = v.position;
1185*03ce13f7SAndroid Build Coastguard Worker P[2].x += X;
1186*03ce13f7SAndroid Build Coastguard Worker P[2].y -= Y;
1187*03ce13f7SAndroid Build Coastguard Worker
1188*03ce13f7SAndroid Build Coastguard Worker P[3] = v.position;
1189*03ce13f7SAndroid Build Coastguard Worker P[3].x -= X;
1190*03ce13f7SAndroid Build Coastguard Worker P[3].y -= Y;
1191*03ce13f7SAndroid Build Coastguard Worker
1192*03ce13f7SAndroid Build Coastguard Worker Polygon polygon(P, 4);
1193*03ce13f7SAndroid Build Coastguard Worker
1194*03ce13f7SAndroid Build Coastguard Worker if(!Clipper::Clip(polygon, clipFlags, draw))
1195*03ce13f7SAndroid Build Coastguard Worker {
1196*03ce13f7SAndroid Build Coastguard Worker return false;
1197*03ce13f7SAndroid Build Coastguard Worker }
1198*03ce13f7SAndroid Build Coastguard Worker
1199*03ce13f7SAndroid Build Coastguard Worker primitive.pointSizeInv = 1.0f / pSize;
1200*03ce13f7SAndroid Build Coastguard Worker
1201*03ce13f7SAndroid Build Coastguard Worker return draw.setupRoutine(device, &primitive, &triangle, &polygon, &data);
1202*03ce13f7SAndroid Build Coastguard Worker }
1203*03ce13f7SAndroid Build Coastguard Worker
addQuery(vk::Query * query)1204*03ce13f7SAndroid Build Coastguard Worker void Renderer::addQuery(vk::Query *query)
1205*03ce13f7SAndroid Build Coastguard Worker {
1206*03ce13f7SAndroid Build Coastguard Worker ASSERT(query->getType() == VK_QUERY_TYPE_OCCLUSION);
1207*03ce13f7SAndroid Build Coastguard Worker ASSERT(!occlusionQuery);
1208*03ce13f7SAndroid Build Coastguard Worker
1209*03ce13f7SAndroid Build Coastguard Worker occlusionQuery = query;
1210*03ce13f7SAndroid Build Coastguard Worker }
1211*03ce13f7SAndroid Build Coastguard Worker
removeQuery(vk::Query * query)1212*03ce13f7SAndroid Build Coastguard Worker void Renderer::removeQuery(vk::Query *query)
1213*03ce13f7SAndroid Build Coastguard Worker {
1214*03ce13f7SAndroid Build Coastguard Worker ASSERT(query->getType() == VK_QUERY_TYPE_OCCLUSION);
1215*03ce13f7SAndroid Build Coastguard Worker ASSERT(occlusionQuery == query);
1216*03ce13f7SAndroid Build Coastguard Worker
1217*03ce13f7SAndroid Build Coastguard Worker occlusionQuery = nullptr;
1218*03ce13f7SAndroid Build Coastguard Worker }
1219*03ce13f7SAndroid Build Coastguard Worker
1220*03ce13f7SAndroid Build Coastguard Worker } // namespace sw
1221