Commit 3b4c93fe by Nicolas Capens

Make the number of fragment inputs configurable.

Change-Id: I2c618c03d00718951907e81fcd600155751aac89 Reviewed-on: https://swiftshader-review.googlesource.com/5385Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent ec0936c4
......@@ -474,17 +474,20 @@ namespace D3D9
MAX_VERTEX_SHADER_CONST = 256,
MAX_PIXEL_SHADER_CONST = 224,
MAX_VERTEX_OUTPUTS = 12,
MAX_PIXEL_INPUTS = 10,
};
// Shader Model 3.0 requirements
META_ASSERT(MAX_VERTEX_SHADER_CONST >= 256);
META_ASSERT(MAX_PIXEL_SHADER_CONST == 224);
META_ASSERT(MAX_VERTEX_OUTPUTS == 12);
META_ASSERT(MAX_PIXEL_INPUTS == 10);
// Back-end minimum requirements
META_ASSERT(sw::VERTEX_UNIFORM_VECTORS >= MAX_VERTEX_SHADER_CONST);
META_ASSERT(sw::FRAGMENT_UNIFORM_VECTORS >= MAX_PIXEL_SHADER_CONST);
META_ASSERT(sw::MAX_VERTEX_OUTPUTS >= MAX_VERTEX_OUTPUTS);
META_ASSERT(sw::MAX_FRAGMENT_INPUTS >= MAX_PIXEL_INPUTS);
}
#endif // D3D9_Capabilities_hpp
......@@ -88,6 +88,7 @@ namespace sw
FRAGMENT_UNIFORM_VECTORS = 224,
VERTEX_UNIFORM_VECTORS = 256,
MAX_VERTEX_OUTPUTS = 12,
MAX_FRAGMENT_INPUTS = 10,
MAX_FRAGMENT_UNIFORM_BLOCKS = 12,
MAX_VERTEX_UNIFORM_BLOCKS = 12,
MAX_UNIFORM_BUFFER_BINDINGS = MAX_FRAGMENT_UNIFORM_BLOCKS + MAX_VERTEX_UNIFORM_BLOCKS, // Limited to 127 by SourceParameter.bufferIndex in Shader.hpp
......
......@@ -2760,7 +2760,7 @@ namespace glsl
if(pixelShader)
{
if((var + registerCount) > sw::PixelShader::MAX_INPUT_VARYINGS)
if((var + registerCount) > sw::MAX_FRAGMENT_INPUTS)
{
mContext.error(varying->getLine(), "Varyings packing failed: Too many varyings", "fragment shader");
return 0;
......
......@@ -1072,7 +1072,7 @@ namespace sw
}
else
{
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......@@ -1082,8 +1082,8 @@ namespace sw
switch(context->pixelShader->semantic[interpolant][component].usage)
{
case Shader::USAGE_TEXCOORD: flat = point && !sprite; break;
case Shader::USAGE_COLOR: flat = flatShading; break;
case Shader::USAGE_TEXCOORD: flat = point && !sprite; break;
case Shader::USAGE_COLOR: flat = flatShading; break;
}
state.interpolant[interpolant].component |= 1 << component;
......@@ -1099,7 +1099,7 @@ namespace sw
if(state.centroid)
{
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......
......@@ -102,12 +102,11 @@ namespace sw
{
Interpolant color[2];
Interpolant texture[8];
Interpolant fog;
};
Interpolant interpolant[10];
Interpolant interpolant[MAX_FRAGMENT_INPUTS];
};
Interpolant fog;
};
struct State : States
......@@ -271,7 +270,7 @@ namespace sw
virtual void setFillMode(FillMode fillMode);
virtual void setShadingMode(ShadingMode shadingMode);
virtual void setAlphaBlendEnable(bool alphaBlendEnable);
virtual void setSourceBlendFactor(BlendFactor sourceBlendFactor);
virtual void setDestBlendFactor(BlendFactor destBlendFactor);
......
......@@ -51,13 +51,12 @@ namespace sw
{
PlaneEquation C[2][4];
PlaneEquation T[8][4];
PlaneEquation f;
};
PlaneEquation V[10][4];
PlaneEquation V[MAX_FRAGMENT_INPUTS][4];
};
PlaneEquation f;
float area;
// Masks for two-sided stencil
......
......@@ -237,7 +237,7 @@ namespace sw
Dw = *Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16);
}
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......
......@@ -36,7 +36,7 @@ namespace sw
Float4 Dz[4];
Float4 Dw;
Float4 Dv[10][4];
Float4 Dv[MAX_FRAGMENT_INPUTS][4];
Float4 Df;
UInt occlusion;
......
......@@ -104,7 +104,7 @@ namespace sw
state.pointSizeRegister = Pts;
}
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......@@ -124,7 +124,7 @@ namespace sw
if(context->vertexShader && context->pixelShader)
{
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......@@ -158,7 +158,7 @@ namespace sw
}
else if(context->preTransformed && context->pixelShader)
{
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......
......@@ -67,12 +67,11 @@ namespace sw
{
Gradient color[2][4];
Gradient texture[8][4];
Gradient fog;
};
Gradient gradient[10][4];
Gradient gradient[MAX_FRAGMENT_INPUTS][4];
};
Gradient fog;
};
struct State : States
......
......@@ -34,7 +34,7 @@ namespace sw
{
if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters)
{
for(int i = 0; i < 10; i++)
for(int i = 0; i < MAX_FRAGMENT_INPUTS; i++)
{
v[i].x = Float4(0.0f);
v[i].y = Float4(0.0f);
......@@ -151,7 +151,7 @@ namespace sw
}
}
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......
......@@ -34,7 +34,7 @@ namespace sw
Float4 w; // Used as is
Float4 rhw; // Reciprocal w
RegisterArray<10> v; // Varying registers
RegisterArray<MAX_FRAGMENT_INPUTS> v; // Varying registers
// Depth output
Float4 oDepth;
......
......@@ -223,7 +223,7 @@ namespace sw
}
}
bool interpolant[MAX_INPUT_VARYINGS][4] = {{false}}; // Interpolants in use
bool interpolant[MAX_FRAGMENT_INPUTS][4] = {{false}}; // Interpolants in use
for(unsigned int i = 0; i < instruction.size(); i++)
{
......@@ -655,7 +655,7 @@ namespace sw
}
}
for(int index = 0; index < MAX_INPUT_VARYINGS; index++)
for(int index = 0; index < MAX_FRAGMENT_INPUTS; index++)
{
for(int component = 0; component < 4; component++)
{
......
......@@ -16,6 +16,7 @@
#define sw_PixelShader_hpp
#include "Shader.hpp"
#include "Main/Config.hpp"
namespace sw
{
......@@ -37,8 +38,7 @@ namespace sw
virtual void analyze();
enum {MAX_INPUT_VARYINGS = 10};
Semantic semantic[MAX_INPUT_VARYINGS][4]; // FIXME: Private
Semantic semantic[MAX_FRAGMENT_INPUTS][4]; // FIXME: Private
bool vPosDeclared;
bool vFaceDeclared;
......
......@@ -455,7 +455,7 @@ namespace sw
*Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) = C;
}
for(int interpolant = 0; interpolant < 10; interpolant++)
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
......
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