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authorKeith Whitwell <keith@tungstengraphics.com>2008-03-23 16:44:59 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2008-03-23 17:36:49 +0000
commitf40357e25c0520ef1d64ffab03501da4c8b93529 (patch)
tree4fbb13daaa1b63b97ce81b59d5e879e2feae03fb /src/gallium/auxiliary/draw/draw_pt_fetch_emit.c
parenta35c1ca3ad4361fee30d21ef13d8d37ae91aee66 (diff)
gallium: beginnings of draw module vertex rework
Trying to put a structure in place that we can actually optimize. Initially just implementing a passthrough mode, this will fairly soon replace all the vertex_cache/prim_queue/shader_queue stuff that's so hard to understand... Split the vertex processing into a couple of distinct stages: - Frontend - Prepares two lists of elements (fetch and draw) to be processed by the next stage. This stage doesn't fetch or draw vertices, but makes the decision which to draw. Multiple implementations of this will implement different strategies, currently just a vcache implementation. - MiddleEnd - Takes the list of fetch elements, fetches them, runs the vertex shader, cliptest, viewport transform on them to produce a linear array of vertex_header vertices. - Passes that list of vertices, plus the draw_elements (which index into that list) onto the backend - Backend - Either the existing primitive/clipping pipeline, or the vbuf_render hardware backend provided by the driver. Currently, the middle-end is the old passthrough code, and it build hardware vertices, not vertex_header vertices as above. It may be that passthrough is a special case in this respect.
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_pt_fetch_emit.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_pt_fetch_emit.c326
1 files changed, 326 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_pt_fetch_emit.c b/src/gallium/auxiliary/draw/draw_pt_fetch_emit.c
new file mode 100644
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+++ b/src/gallium/auxiliary/draw/draw_pt_fetch_emit.c
@@ -0,0 +1,326 @@
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+ /*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "pipe/p_util.h"
+#include "draw/draw_context.h"
+#include "draw/draw_private.h"
+#include "draw/draw_vbuf.h"
+#include "draw/draw_vertex.h"
+#include "draw/draw_pt.h"
+
+/* The simplest 'middle end' in the new vertex code.
+ *
+ * The responsibilities of a middle end are to:
+ * - perform vertex fetch using
+ * - draw vertex element/buffer state
+ * - a list of fetch indices we received as an input
+ * - run the vertex shader
+ * - cliptest,
+ * - clip coord calculation
+ * - viewport transformation
+ * - if necessary, run the primitive pipeline, passing it:
+ * - a linear array of vertex_header vertices constructed here
+ * - a set of draw indices we received as an input
+ * - otherwise, drive the hw backend,
+ * - allocate space for hardware format vertices
+ * - translate the vertex-shader output vertices to hw format
+ * - calling the backend draw functions.
+ *
+ * For convenience, we provide a helper function to drive the hardware
+ * backend given similar inputs to those required to run the pipeline.
+ *
+ * In the case of passthrough mode, many of these actions are disabled
+ * or noops, so we end up doing:
+ *
+ * - perform vertex fetch
+ * - drive the hw backend
+ *
+ * IE, basically just vertex fetch to post-vs-format vertices,
+ * followed by a call to the backend helper function.
+ */
+
+
+struct fetch_emit_middle_end {
+ struct draw_pt_middle_end base;
+ struct draw_context *draw;
+
+ struct {
+ const ubyte *ptr;
+ unsigned pitch;
+ enum pipe_format src_format;
+ unsigned dst_format;
+ } fetch[PIPE_ATTRIB_MAX];
+
+ unsigned nr_fetch;
+ unsigned hw_vertex_size;
+};
+
+
+/**
+ * General-purpose fetch from user's vertex arrays, emit to driver's
+ * vertex buffer.
+ *
+ * XXX this is totally temporary.
+ */
+static void
+fetch_store_general( struct fetch_emit_middle_end *feme,
+ void *out_ptr,
+ const unsigned *fetch_elts,
+ unsigned count )
+{
+ float *out = (float *)out_ptr;
+ struct vbuf_render *render = feme->draw->render;
+ uint i, j;
+
+ for (i = 0; i < count; i++) {
+ unsigned elt = fetch_elts[i];
+
+ for (j = 0; j < feme->nr_fetch; j++) {
+ float attrib[4];
+ const ubyte *from = (feme->fetch[j].ptr +
+ feme->fetch[j].pitch * elt);
+
+ /* The normal fetch/emit code:
+ */
+ switch (feme->fetch[j].src_format) {
+ case PIPE_FORMAT_B8G8R8A8_UNORM:
+ {
+ ubyte *ub = (ubyte *) from;
+ attrib[2] = UBYTE_TO_FLOAT(ub[0]);
+ attrib[1] = UBYTE_TO_FLOAT(ub[1]);
+ attrib[0] = UBYTE_TO_FLOAT(ub[2]);
+ attrib[3] = UBYTE_TO_FLOAT(ub[3]);
+ }
+ break;
+ case PIPE_FORMAT_R32G32B32A32_FLOAT:
+ {
+ float *f = (float *) from;
+ attrib[0] = f[0];
+ attrib[1] = f[1];
+ attrib[2] = f[2];
+ attrib[3] = f[3];
+ }
+ break;
+ case PIPE_FORMAT_R32G32B32_FLOAT:
+ {
+ float *f = (float *) from;
+ attrib[0] = f[0];
+ attrib[1] = f[1];
+ attrib[2] = f[2];
+ attrib[3] = 1.0;
+ }
+ break;
+ case PIPE_FORMAT_R32G32_FLOAT:
+ {
+ float *f = (float *) from;
+ attrib[0] = f[0];
+ attrib[1] = f[1];
+ attrib[2] = 0.0;
+ attrib[3] = 1.0;
+ }
+ break;
+ case PIPE_FORMAT_R32_FLOAT:
+ {
+ float *f = (float *) from;
+ attrib[0] = f[0];
+ attrib[1] = 0.0;
+ attrib[2] = 0.0;
+ attrib[3] = 1.0;
+ }
+ break;
+ default:
+ assert(0);
+ }
+
+ if (0) debug_printf("attrib %d: %f %f %f %f\n", j,
+ attrib[0], attrib[1], attrib[2], attrib[3]);
+
+ switch (feme->fetch[j].dst_format) {
+ case EMIT_1F:
+ out[0] = attrib[0];
+ out += 1;
+ break;
+ case EMIT_2F:
+ out[0] = attrib[0];
+ out[1] = attrib[1];
+ out += 2;
+ break;
+ case EMIT_4F:
+ out[0] = attrib[0];
+ out[1] = attrib[1];
+ out[2] = attrib[2];
+ out[3] = attrib[3];
+ out += 4;
+ break;
+ default:
+ assert(0);
+ }
+ }
+ }
+}
+
+
+
+static void fetch_emit_prepare( struct draw_pt_middle_end *middle )
+{
+ struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
+ struct draw_context *draw = feme->draw;
+ const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render);
+ unsigned nr_attrs = vinfo->num_attribs;
+ unsigned i;
+
+ for (i = 0; i < nr_attrs; i++) {
+ enum pipe_format src_format;
+ unsigned dst_format;
+ const void *src_ptr;
+ unsigned pitch;
+
+ if (vinfo->emit[i] == EMIT_HEADER) {
+ static const unsigned zero = 0;
+ src_ptr = &zero;
+ src_format = PIPE_FORMAT_R32_FLOAT;
+ pitch = 0;
+ dst_format = EMIT_1F;
+ }
+ else if (vinfo->emit[i] == EMIT_1F_PSIZE) {
+ src_ptr = &feme->draw->rasterizer->point_size;
+ src_format = PIPE_FORMAT_R32_FLOAT;
+ pitch = 0;
+ dst_format = EMIT_1F;
+ }
+ else {
+ unsigned src_element = vinfo->src_index[i];
+ unsigned src_buffer = draw->vertex_element[src_element].vertex_buffer_index;
+
+ src_ptr = ((const ubyte *)draw->user.vbuffer[src_buffer] +
+ draw->vertex_buffer[src_buffer].buffer_offset +
+ draw->vertex_element[src_element].src_offset);
+
+ src_format = draw->vertex_element[src_element].src_format;
+ pitch = draw->vertex_buffer[src_buffer].pitch;
+ dst_format = vinfo->emit[i];
+ }
+
+ feme->fetch[i].src_format = src_format;
+ feme->fetch[i].ptr = src_ptr;
+ feme->fetch[i].pitch = pitch;
+ feme->fetch[i].dst_format = dst_format;
+ }
+
+
+ feme->nr_fetch = nr_attrs;
+ feme->hw_vertex_size = vinfo->size * 4;
+}
+
+
+
+
+
+static void fetch_emit_run( struct draw_pt_middle_end *middle,
+ unsigned prim,
+ const unsigned *fetch_elts,
+ unsigned fetch_count,
+ const ushort *draw_elts,
+ unsigned draw_count )
+{
+ struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
+ struct draw_context *draw = feme->draw;
+ void *hw_verts;
+ boolean ok;
+
+ ok = draw->render->set_primitive( draw->render,
+ prim );
+ if (!ok) {
+ assert(0);
+ return;
+ }
+
+
+ hw_verts = draw->render->allocate_vertices( draw->render,
+ (ushort)feme->hw_vertex_size,
+ (ushort)fetch_count );
+ if (!hw_verts) {
+ assert(0);
+ return;
+ }
+
+
+ /* Single routine to fetch vertices and emit HW verts.
+ */
+ fetch_store_general( feme,
+ hw_verts,
+ fetch_elts,
+ fetch_count );
+
+ /* XXX: Draw arrays path to avoid re-emitting index list again and
+ * again.
+ */
+ draw->render->draw( draw->render,
+ draw_elts,
+ draw_count );
+
+ /* Done -- that was easy, wasn't it:
+ */
+ draw->render->release_vertices( draw->render,
+ hw_verts,
+ feme->hw_vertex_size,
+ fetch_count );
+
+}
+
+
+
+static void fetch_emit_finish( struct draw_pt_middle_end *middle )
+{
+ /* nothing to do */
+}
+
+static void fetch_emit_destroy( struct draw_pt_middle_end *middle )
+{
+ FREE(middle);
+}
+
+
+struct draw_pt_middle_end *draw_pt_fetch_emit( struct draw_context *draw )
+{
+ struct fetch_emit_middle_end *fetch_emit = CALLOC_STRUCT( fetch_emit_middle_end );
+
+ fetch_emit->base.prepare = fetch_emit_prepare;
+ fetch_emit->base.run = fetch_emit_run;
+ fetch_emit->base.finish = fetch_emit_finish;
+ fetch_emit->base.destroy = fetch_emit_destroy;
+
+ fetch_emit->draw = draw;
+
+ return &fetch_emit->base;
+}
+