Commit f0aef1a4 by Nicolas Capens

Make the number of vertex inputs configurable.

Change-Id: Ic078acae24dd2b2361a32498b49238b98e0ac0d1 Reviewed-on: https://swiftshader-review.googlesource.com/5386Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 3b4c93fe
......@@ -473,6 +473,7 @@ namespace D3D9
{
MAX_VERTEX_SHADER_CONST = 256,
MAX_PIXEL_SHADER_CONST = 224,
MAX_VERTEX_INPUTS = 16,
MAX_VERTEX_OUTPUTS = 12,
MAX_PIXEL_INPUTS = 10,
};
......@@ -480,12 +481,14 @@ namespace D3D9
// Shader Model 3.0 requirements
META_ASSERT(MAX_VERTEX_SHADER_CONST >= 256);
META_ASSERT(MAX_PIXEL_SHADER_CONST == 224);
META_ASSERT(MAX_VERTEX_INPUTS == 16);
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_INPUTS >= MAX_VERTEX_INPUTS);
META_ASSERT(sw::MAX_VERTEX_OUTPUTS >= MAX_VERTEX_OUTPUTS);
META_ASSERT(sw::MAX_FRAGMENT_INPUTS >= MAX_PIXEL_INPUTS);
}
......
......@@ -93,7 +93,7 @@ namespace D3D9
vertexShaderConstantsFDirty = 0;
vertexShaderConstantsIDirty = 0;
for(int i = 0; i < 16; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
dataStream[i] = 0;
streamStride[i] = 0;
......@@ -231,7 +231,7 @@ namespace D3D9
}
}
for(int i = 0; i < 16; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
if(dataStream[i])
{
......@@ -5787,7 +5787,7 @@ namespace D3D9
if(!vertexDeclaration->isPreTransformed())
{
for(int i = 0; i < 16; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
if(usage == shader->input[i].usage &&
index == shader->input[i].index)
......
......@@ -277,10 +277,10 @@ namespace D3D9
int vertexShaderConstantB[16];
Direct3DVertexDeclaration9 *vertexDeclaration;
Direct3DVertexBuffer9 *dataStream[16];
int streamStride[16];
int streamOffset[16];
unsigned int streamSourceFreq[16];
Direct3DVertexBuffer9 *dataStream[MAX_VERTEX_INPUTS];
int streamStride[MAX_VERTEX_INPUTS];
int streamOffset[MAX_VERTEX_INPUTS];
unsigned int streamSourceFreq[MAX_VERTEX_INPUTS];
Direct3DIndexBuffer9 *indexData;
Direct3DSwapChain9 *swapChain;
......
......@@ -33,7 +33,7 @@ namespace D3D9
indexBuffer = 0;
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
streamSource[stream].vertexBuffer = 0;
}
......@@ -185,7 +185,7 @@ namespace D3D9
}
}
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
if(streamSourceCaptured[stream])
{
......@@ -405,7 +405,7 @@ namespace D3D9
}
}
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
if(streamSourceCaptured[stream])
{
......@@ -840,7 +840,7 @@ namespace D3D9
}
}
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
streamSourceCaptured[stream] = false;
streamSourceFrequencyCaptured[stream] = false;
......@@ -928,7 +928,7 @@ namespace D3D9
indexBuffer = 0;
}
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
if(streamSource[stream].vertexBuffer)
{
......@@ -1223,7 +1223,7 @@ namespace D3D9
void Direct3DStateBlock9::captureStreamSourceFrequencies()
{
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
streamSourceFrequencyCaptured[stream] = true;
device->GetStreamSourceFreq(stream, &streamSourceFrequency[stream]);
......@@ -1272,7 +1272,7 @@ namespace D3D9
void Direct3DStateBlock9::captureVertexStreams()
{
for(int stream = 0; stream < 16; stream++)
for(int stream = 0; stream < MAX_VERTEX_INPUTS; stream++)
{
streamSourceCaptured[stream] = true;
device->GetStreamSource(stream, reinterpret_cast<IDirect3DVertexBuffer9**>(&streamSource[stream].vertexBuffer), &streamSource[stream].offset, &streamSource[stream].stride);
......
......@@ -139,17 +139,17 @@ namespace D3D9
bool samplerStateCaptured[16 + 4][D3DSAMP_DMAPOFFSET + 1];
unsigned long samplerState[16 + 4][D3DSAMP_DMAPOFFSET + 1];
bool streamSourceCaptured[16];
bool streamSourceCaptured[MAX_VERTEX_INPUTS];
struct StreamSource
{
Direct3DVertexBuffer9 *vertexBuffer;
unsigned int offset;
unsigned int stride;
};
StreamSource streamSource[16];
StreamSource streamSource[MAX_VERTEX_INPUTS];
bool streamSourceFrequencyCaptured[16];
unsigned int streamSourceFrequency[16];
bool streamSourceFrequencyCaptured[MAX_VERTEX_INPUTS];
unsigned int streamSourceFrequency[MAX_VERTEX_INPUTS];
bool textureCaptured[16 + 4];
Direct3DBaseTexture9 *texture[16 + 4];
......
......@@ -51,7 +51,7 @@ namespace D3D9
{
this->FVF = FVF;
vertexElement = new D3DVERTEXELEMENT9[16];
vertexElement = new D3DVERTEXELEMENT9[MAX_VERTEX_INPUTS];
numElements = 0;
int offset = 0;
......
......@@ -81,12 +81,12 @@ namespace sw
{
OUTLINE_RESOLUTION = 4096, // Maximum vertical resolution of the render target
MIPMAP_LEVELS = 14,
VERTEX_ATTRIBUTES = 16,
TEXTURE_IMAGE_UNITS = 16,
VERTEX_TEXTURE_IMAGE_UNITS = 16,
TOTAL_IMAGE_UNITS = TEXTURE_IMAGE_UNITS + VERTEX_TEXTURE_IMAGE_UNITS,
FRAGMENT_UNIFORM_VECTORS = 224,
VERTEX_UNIFORM_VECTORS = 256,
MAX_VERTEX_INPUTS = 16,
MAX_VERTEX_OUTPUTS = 12,
MAX_FRAGMENT_INPUTS = 10,
MAX_FRAGMENT_UNIFORM_BLOCKS = 12,
......
......@@ -2908,7 +2908,7 @@ namespace glsl
const TType &type = attribute->getType();
int registerCount = attribute->totalRegisterCount();
if(vertexShader && (index + registerCount) <= sw::VertexShader::MAX_INPUT_ATTRIBUTES)
if(vertexShader && (index + registerCount) <= sw::MAX_VERTEX_INPUTS)
{
for(int i = 0; i < registerCount; i++)
{
......
......@@ -63,7 +63,7 @@ class IndexDataManager;
enum
{
MAX_VERTEX_ATTRIBS = sw::VERTEX_ATTRIBUTES,
MAX_VERTEX_ATTRIBS = sw::MAX_VERTEX_INPUTS,
MAX_VARYING_VECTORS = 10,
MAX_TEXTURE_UNITS = 2,
MAX_DRAW_BUFFERS = 1,
......
......@@ -74,7 +74,7 @@ class TransformFeedback;
enum
{
MAX_VERTEX_ATTRIBS = sw::VERTEX_ATTRIBUTES,
MAX_VERTEX_ATTRIBS = sw::MAX_VERTEX_INPUTS,
MAX_UNIFORM_VECTORS = 256, // Device limit
MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange
MAX_VARYING_VECTORS = 10,
......
......@@ -204,7 +204,7 @@ namespace sw
}
// Set vertex streams to null stream
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
input[i].defaults();
}
......
......@@ -442,7 +442,7 @@ namespace sw
bool colorUsed();
Resource *texture[TOTAL_IMAGE_UNITS];
Stream input[VERTEX_ATTRIBUTES];
Stream input[MAX_VERTEX_INPUTS];
Resource *indexBuffer;
bool preTransformed; // FIXME: Private
......
......@@ -335,7 +335,7 @@ namespace sw
draw->setupPrimitives = setupPrimitives;
draw->setupState = setupState;
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
draw->vertexStream[i] = context->input[i].resource;
data->input[i] = context->input[i].buffer;
......@@ -990,7 +990,7 @@ namespace sw
}
}
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
if(draw.vertexStream[i])
{
......
......@@ -117,8 +117,8 @@ namespace sw
{
const Constants *constants;
const void *input[VERTEX_ATTRIBUTES];
unsigned int stride[VERTEX_ATTRIBUTES];
const void *input[MAX_VERTEX_INPUTS];
unsigned int stride[MAX_VERTEX_INPUTS];
Texture mipmap[TOTAL_IMAGE_UNITS];
const void *indices;
......@@ -224,7 +224,7 @@ namespace sw
int (*setupPrimitives)(Renderer *renderer, int batch, int count);
SetupProcessor::State setupState;
Resource *vertexStream[VERTEX_ATTRIBUTES];
Resource *vertexStream[MAX_VERTEX_INPUTS];
Resource *indexBuffer;
Surface *renderTarget[RENDERTARGETS];
Surface *depthBuffer;
......
......@@ -135,7 +135,7 @@ namespace sw
void VertexProcessor::resetInputStreams(bool preTransformed)
{
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
context->input[i].defaults();
}
......@@ -912,7 +912,7 @@ namespace sw
state.transformFeedbackQueryEnabled = context->transformFeedbackQueryEnabled;
state.transformFeedbackEnabled = context->transformFeedbackEnabled;
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
state.input[i].type = context->input[i].type;
state.input[i].count = context->input[i].count;
......
......@@ -133,7 +133,7 @@ namespace sw
};
};
Input input[VERTEX_ATTRIBUTES];
Input input[MAX_VERTEX_INPUTS];
Output output[MAX_VERTEX_OUTPUTS];
};
......
......@@ -83,7 +83,7 @@ namespace sw
void VertexRoutine::readInput(UInt &index)
{
for(int i = 0; i < VERTEX_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,input) + sizeof(void*) * i);
UInt stride = *Pointer<UInt>(data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
......
......@@ -48,7 +48,7 @@ namespace sw
Int clipFlags;
RegisterArray<16> v; // Varying registers
RegisterArray<MAX_VERTEX_INPUTS> v; // Input registers
RegisterArray<MAX_VERTEX_OUTPUTS> o; // Output registers
const VertexProcessor::State &state;
......
......@@ -28,7 +28,7 @@ namespace sw
pointSizeRegister = Unused;
instanceIdDeclared = false;
for(int i = 0; i < MAX_INPUT_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
input[i] = Semantic(-1, -1);
}
......@@ -60,7 +60,7 @@ namespace sw
pointSizeRegister = Unused;
instanceIdDeclared = false;
for(int i = 0; i < MAX_INPUT_ATTRIBUTES; i++)
for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
{
input[i] = Semantic(-1, -1);
}
......
......@@ -38,9 +38,7 @@ namespace sw
bool instanceIdDeclared;
enum {MAX_INPUT_ATTRIBUTES = 16};
Semantic input[MAX_INPUT_ATTRIBUTES]; // FIXME: Private
Semantic input[MAX_VERTEX_INPUTS]; // FIXME: Private
Semantic output[MAX_VERTEX_OUTPUTS][4]; // FIXME: Private
private:
......
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