memset(pContextMem, 0, sizeof(SWR_CONTEXT));
SWR_CONTEXT *pContext = new (pContextMem) SWR_CONTEXT();
- pContext->driverType = pCreateInfo->driver;
pContext->privateStateSize = pCreateInfo->privateStateSize;
pContext->dcRing.Init(KNOB_MAX_DRAWS_IN_FLIGHT);
#if defined(KNOB_ENABLE_AR)
// Setup ArchRast thread contexts which includes +1 for API thread.
pContext->pArContext = new HANDLE[pContext->NumWorkerThreads+1];
- pContext->pArContext[pContext->NumWorkerThreads] = ArchRast::CreateThreadContext();
- _AR_EVENT(pContext->pArContext[pContext->NumWorkerThreads], ThreadStartApiEvent());
+ pContext->pArContext[pContext->NumWorkerThreads] = ArchRast::CreateThreadContext(ArchRast::AR_THREAD::API);
#endif
// Allocate scratch space for workers.
#if defined(KNOB_ENABLE_AR)
// Initialize worker thread context for ArchRast.
- pContext->pArContext[i] = ArchRast::CreateThreadContext();
- _AR_EVENT(pContext->pArContext[i], ThreadStartWorkerEvent());
+ pContext->pArContext[i] = ArchRast::CreateThreadContext(ArchRast::AR_THREAD::WORKER);
#endif
}
pContext->pfnUpdateSoWriteOffset = pCreateInfo->pfnUpdateSoWriteOffset;
pContext->pfnUpdateStats = pCreateInfo->pfnUpdateStats;
pContext->pfnUpdateStatsFE = pCreateInfo->pfnUpdateStatsFE;
+
// pass pointer to bucket manager back to caller
#ifdef KNOB_ENABLE_RDTSC
pCurDrawContext->drawId = pContext->dcRing.GetHead();
pCurDrawContext->cleanupState = true;
+
}
else
{
}
delete[] pContext->ppScratch;
- delete[] pContext->pArContext;
delete[] pContext->pStats;
delete(pContext->pHotTileMgr);
API_STATE* pState = GetDrawState(pContext);
memcpy(&pState->vp[0], pViewports, sizeof(SWR_VIEWPORT) * numViewports);
-
- if (pMatrices != nullptr)
- {
- // @todo Faster to copy portions of the SOA or just copy all of it?
- memcpy(&pState->vpMatrices, pMatrices, sizeof(SWR_VIEWPORT_MATRICES));
- }
- else
- {
- // Compute default viewport transform.
- for (uint32_t i = 0; i < numViewports; ++i)
- {
- if (pContext->driverType == DX)
- {
- pState->vpMatrices.m00[i] = pState->vp[i].width / 2.0f;
- pState->vpMatrices.m11[i] = -pState->vp[i].height / 2.0f;
- pState->vpMatrices.m22[i] = pState->vp[i].maxZ - pState->vp[i].minZ;
- pState->vpMatrices.m30[i] = pState->vp[i].x + pState->vpMatrices.m00[i];
- pState->vpMatrices.m31[i] = pState->vp[i].y - pState->vpMatrices.m11[i];
- pState->vpMatrices.m32[i] = pState->vp[i].minZ;
- }
- else
- {
- // Standard, with the exception that Y is inverted.
- pState->vpMatrices.m00[i] = (pState->vp[i].width - pState->vp[i].x) / 2.0f;
- pState->vpMatrices.m11[i] = (pState->vp[i].y - pState->vp[i].height) / 2.0f;
- pState->vpMatrices.m22[i] = (pState->vp[i].maxZ - pState->vp[i].minZ) / 2.0f;
- pState->vpMatrices.m30[i] = pState->vp[i].x + pState->vpMatrices.m00[i];
- pState->vpMatrices.m31[i] = pState->vp[i].height + pState->vpMatrices.m11[i];
- pState->vpMatrices.m32[i] = pState->vp[i].minZ + pState->vpMatrices.m22[i];
-
- // Now that the matrix is calculated, clip the view coords to screen size.
- // OpenGL allows for -ve x,y in the viewport.
- pState->vp[i].x = std::max(pState->vp[i].x, 0.0f);
- pState->vp[i].y = std::max(pState->vp[i].y, 0.0f);
- }
- }
- }
+ // @todo Faster to copy portions of the SOA or just copy all of it?
+ memcpy(&pState->vpMatrices, pMatrices, sizeof(SWR_VIEWPORT_MATRICES));
updateGuardbands(pState);
}
extern PFN_BACKEND_FUNC gBackendSampleRateTable[SWR_MULTISAMPLE_TYPE_COUNT][SWR_INPUT_COVERAGE_COUNT][2][2];
void SetupPipeline(DRAW_CONTEXT *pDC)
{
+ SWR_CONTEXT* pContext = pDC->pContext;
DRAW_STATE* pState = pDC->pState;
const SWR_RASTSTATE &rastState = pState->state.rastState;
const SWR_PS_STATE &psState = pState->state.psState;
break;
};
+
// disable clipper if viewport transform is disabled
if (pState->state.frontendState.vpTransformDisable)
{
pState->pfnProcessPrims = nullptr;
}
+
// set up the frontend attribute count
pState->state.feNumAttributes = 0;
const SWR_BACKEND_STATE& backendState = pState->state.backendState;
// have to check for the special case where depth/stencil test is enabled but depthwrite is disabled.
pState->state.depthHottileEnable = ((!(pState->state.depthStencilState.depthTestEnable &&
!pState->state.depthStencilState.depthWriteEnable &&
+ !pState->state.depthBoundsState.depthBoundsTestEnable &&
pState->state.depthStencilState.depthTestFunc == ZFUNC_ALWAYS)) &&
(pState->state.depthStencilState.depthTestEnable ||
- pState->state.depthStencilState.depthWriteEnable)) ? true : false;
+ pState->state.depthStencilState.depthWriteEnable ||
+ pState->state.depthBoundsState.depthBoundsTestEnable)) ? true : false;
pState->state.stencilHottileEnable = (((!(pState->state.depthStencilState.stencilTestEnable &&
!pState->state.depthStencilState.stencilWriteEnable &&
SetupMacroTileScissors(pDC);
SetupPipeline(pDC);
}
+
+
}
//////////////////////////////////////////////////////////////////////////
pState->rastState.cullMode = SWR_CULLMODE_NONE;
}
+
int draw = 0;
while (remainingVerts)
{
pDC = GetDrawContext(pContext);
pDC->pState->state.rastState.cullMode = oldCullMode;
+
AR_API_END(APIDraw, numVertices * numInstances);
}
pState->rastState.cullMode = SWR_CULLMODE_NONE;
}
+
while (remainingIndices)
{
uint32_t numIndicesForDraw = (remainingIndices < maxIndicesPerDraw) ?
// When breaking up draw, we need to obtain new draw context for each iteration.
bool isSplitDraw = (draw > 0) ? true : false;
+
pDC = GetDrawContext(pContext, isSplitDraw);
InitDraw(pDC, isSplitDraw);
draw++;
}
- // restore culling state
+ // Restore culling state
pDC = GetDrawContext(pContext);
pDC->pState->state.rastState.cullMode = oldCullMode;
+
AR_API_END(APIDrawIndexed, numIndices * numInstances);
}
//////////////////////////////////////////////////////////////////////////
/// @brief SwrClearRenderTarget - Clear attached render targets / depth / stencil
/// @param hContext - Handle passed back from SwrCreateContext
-/// @param clearMask - combination of SWR_CLEAR_COLOR / SWR_CLEAR_DEPTH / SWR_CLEAR_STENCIL flags (or SWR_CLEAR_NONE)
+/// @param attachmentMask - combination of SWR_ATTACHMENT_*_BIT attachments to clear
/// @param clearColor - color use for clearing render targets
/// @param z - depth value use for clearing depth buffer
/// @param stencil - stencil value used for clearing stencil buffer
/// @param clearRect - The pixel-coordinate rectangle to clear in all cleared buffers
void SWR_API SwrClearRenderTarget(
HANDLE hContext,
- uint32_t clearMask,
+ uint32_t attachmentMask,
const float clearColor[4],
float z,
uint8_t stencil,
AR_API_BEGIN(APIClearRenderTarget, pDC->drawId);
- CLEAR_FLAGS flags;
- flags.bits = 0;
- flags.mask = clearMask;
-
pDC->FeWork.type = CLEAR;
pDC->FeWork.pfnWork = ProcessClear;
pDC->FeWork.desc.clear.rect = clearRect;
pDC->FeWork.desc.clear.rect &= g_MaxScissorRect;
- pDC->FeWork.desc.clear.flags = flags;
+ pDC->FeWork.desc.clear.attachmentMask = attachmentMask;
pDC->FeWork.desc.clear.clearDepth = z;
pDC->FeWork.desc.clear.clearRTColor[0] = clearColor[0];
pDC->FeWork.desc.clear.clearRTColor[1] = clearColor[1];
/// @brief Enables stats counting
/// @param hContext - Handle passed back from SwrCreateContext
/// @param enable - If true then counts are incremented.
-void SwrEnableStats(
+void SwrEnableStatsFE(
HANDLE hContext,
bool enable)
{
SWR_CONTEXT *pContext = GetContext(hContext);
DRAW_CONTEXT* pDC = GetDrawContext(pContext);
- pDC->pState->state.enableStats = enable;
+ pDC->pState->state.enableStatsFE = enable;
+}
+
+//////////////////////////////////////////////////////////////////////////
+/// @brief Enables stats counting
+/// @param hContext - Handle passed back from SwrCreateContext
+/// @param enable - If true then counts are incremented.
+void SwrEnableStatsBE(
+ HANDLE hContext,
+ bool enable)
+{
+ SWR_CONTEXT *pContext = GetContext(hContext);
+ DRAW_CONTEXT* pDC = GetDrawContext(pContext);
+
+ pDC->pState->state.enableStatsBE = enable;
}
//////////////////////////////////////////////////////////////////////////
pContext->frameCount++;
}
+