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-rw-r--r--src/gallium/aux/draw/draw_vertex_shader.c325
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diff --git a/src/gallium/aux/draw/draw_vertex_shader.c b/src/gallium/aux/draw/draw_vertex_shader.c
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+++ b/src/gallium/aux/draw/draw_vertex_shader.c
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+/**************************************************************************
+ *
+ * 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>
+ * Brian Paul
+ */
+
+#include "pipe/p_util.h"
+#include "pipe/p_shader_tokens.h"
+#if defined(__i386__) || defined(__386__)
+#include "pipe/tgsi/exec/tgsi_sse2.h"
+#endif
+#include "draw_private.h"
+#include "draw_context.h"
+
+#include "x86/rtasm/x86sse.h"
+#include "pipe/llvm/gallivm.h"
+
+
+#define DBG_VS 0
+
+
+static INLINE unsigned
+compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr)
+{
+ unsigned mask = 0;
+ unsigned i;
+
+ /* Do the hardwired planes first:
+ */
+ if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT;
+ if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT;
+ if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT;
+ if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT;
+ if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT;
+ if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT;
+
+ /* Followed by any remaining ones:
+ */
+ for (i = 6; i < nr; i++) {
+ if (dot4(clip, plane[i]) < 0)
+ mask |= (1<<i);
+ }
+
+ return mask;
+}
+
+
+typedef void (XSTDCALL *codegen_function) (
+ const struct tgsi_exec_vector *input,
+ struct tgsi_exec_vector *output,
+ float (*constant)[4],
+ struct tgsi_exec_vector *temporary );
+
+
+/**
+ * Transform vertices with the current vertex program/shader
+ * Up to four vertices can be shaded at a time.
+ * \param vbuffer the input vertex data
+ * \param elts indexes of four input vertices
+ * \param count number of vertices to shade [1..4]
+ * \param vOut array of pointers to four output vertices
+ */
+static void
+run_vertex_program(struct draw_context *draw,
+ unsigned elts[4], unsigned count,
+ struct vertex_header *vOut[])
+{
+ struct tgsi_exec_machine *machine = &draw->machine;
+ unsigned int j;
+
+ ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX);
+ ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX);
+ const float *scale = draw->viewport.scale;
+ const float *trans = draw->viewport.translate;
+
+ assert(count <= 4);
+ assert(draw->vertex_shader->state->output_semantic_name[0]
+ == TGSI_SEMANTIC_POSITION);
+
+ /* Consts does not require 16 byte alignment. */
+ machine->Consts = (float (*)[4]) draw->user.constants;
+
+ machine->Inputs = ALIGN16_ASSIGN(inputs);
+ machine->Outputs = ALIGN16_ASSIGN(outputs);
+
+ draw->vertex_fetch.fetch_func( draw, machine, elts, count );
+
+ /* run shader */
+#ifdef MESA_LLVM
+ if (1) {
+ struct gallivm_prog *prog = draw->vertex_shader->llvm_prog;
+ gallivm_cpu_vs_exec(prog,
+ machine->Inputs,
+ machine->Outputs,
+ machine->Consts,
+ machine->Temps);
+ } else
+#elif defined(__i386__) || defined(__386__)
+ if (draw->use_sse) {
+ /* SSE */
+ /* cast away const */
+ struct draw_vertex_shader *shader
+ = (struct draw_vertex_shader *)draw->vertex_shader;
+ codegen_function func
+ = (codegen_function) x86_get_func( &shader->sse2_program );
+
+ if (func)
+ func(
+ machine->Inputs,
+ machine->Outputs,
+ machine->Consts,
+ machine->Temps );
+ else
+ /* interpreter */
+ tgsi_exec_machine_run( machine );
+ }
+ else
+#endif
+ {
+ /* interpreter */
+ tgsi_exec_machine_run( machine );
+ }
+
+ /* store machine results */
+ for (j = 0; j < count; j++) {
+ unsigned slot;
+ float x, y, z, w;
+
+ /* Handle attr[0] (position) specially:
+ *
+ * XXX: Computing the clipmask should be done in the vertex
+ * program as a set of DP4 instructions appended to the
+ * user-provided code.
+ */
+ x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
+ y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
+ z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
+ w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
+
+ vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
+ vOut[j]->edgeflag = 1;
+
+ /* divide by w */
+ w = 1.0f / w;
+ x *= w;
+ y *= w;
+ z *= w;
+
+ /* Viewport mapping */
+ vOut[j]->data[0][0] = x * scale[0] + trans[0];
+ vOut[j]->data[0][1] = y * scale[1] + trans[1];
+ vOut[j]->data[0][2] = z * scale[2] + trans[2];
+ vOut[j]->data[0][3] = w;
+
+#if DBG_VS
+ debug_printf("output[%d]win: %f %f %f %f\n", j,
+ vOut[j]->data[0][0],
+ vOut[j]->data[0][1],
+ vOut[j]->data[0][2],
+ vOut[j]->data[0][3]);
+#endif
+ /* Remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ */
+ for (slot = 1; slot < draw->num_vs_outputs; slot++) {
+ vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
+ vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
+ vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
+ vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+#if DBG_VS
+ debug_printf("output[%d][%d]: %f %f %f %f\n", j, slot,
+ vOut[j]->data[slot][0],
+ vOut[j]->data[slot][1],
+ vOut[j]->data[slot][2],
+ vOut[j]->data[slot][3]);
+#endif
+ }
+ } /* loop over vertices */
+}
+
+
+/**
+ * Run the vertex shader on all vertices in the vertex queue.
+ * Called by the draw module when the vertx cache needs to be flushed.
+ */
+void
+draw_vertex_shader_queue_flush(struct draw_context *draw)
+{
+ unsigned i;
+
+ assert(draw->vs.queue_nr != 0);
+
+ /* XXX: do this on statechange:
+ */
+ draw_update_vertex_fetch( draw );
+
+// fprintf(stderr, " q(%d) ", draw->vs.queue_nr );
+
+ /* run vertex shader on vertex cache entries, four per invokation */
+ for (i = 0; i < draw->vs.queue_nr; i += 4) {
+ struct vertex_header *dests[4];
+ unsigned elts[4];
+ int j, n = MIN2(4, draw->vs.queue_nr - i);
+
+ for (j = 0; j < n; j++) {
+ elts[j] = draw->vs.queue[i + j].elt;
+ dests[j] = draw->vs.queue[i + j].dest;
+ }
+
+ for ( ; j < 4; j++) {
+ elts[j] = elts[0];
+ dests[j] = dests[0];
+ }
+
+ assert(n > 0);
+ assert(n <= 4);
+
+ run_vertex_program(draw, elts, n, dests);
+ }
+
+ draw->vs.queue_nr = 0;
+}
+
+
+struct draw_vertex_shader *
+draw_create_vertex_shader(struct draw_context *draw,
+ const struct pipe_shader_state *shader)
+{
+ struct draw_vertex_shader *vs;
+
+ vs = CALLOC_STRUCT( draw_vertex_shader );
+ if (vs == NULL) {
+ return NULL;
+ }
+
+ vs->state = shader;
+
+#ifdef MESA_LLVM
+ struct gallivm_ir *ir = gallivm_ir_new(GALLIVM_VS);
+ gallivm_ir_set_layout(ir, GALLIVM_SOA);
+ gallivm_ir_set_components(ir, 4);
+ gallivm_ir_fill_from_tgsi(ir, shader->tokens);
+ vs->llvm_prog = gallivm_ir_compile(ir);
+ gallivm_ir_delete(ir);
+
+ draw->engine = gallivm_global_cpu_engine();
+ if (!draw->engine) {
+ draw->engine = gallivm_cpu_engine_create(vs->llvm_prog);
+ }
+ else {
+ gallivm_cpu_jit_compile(draw->engine, vs->llvm_prog);
+ }
+#elif defined(__i386__) || defined(__386__)
+ if (draw->use_sse) {
+ /* cast-away const */
+ struct pipe_shader_state *sh = (struct pipe_shader_state *) shader;
+
+ x86_init_func( &vs->sse2_program );
+ if (!tgsi_emit_sse2( (struct tgsi_token *) sh->tokens,
+ &vs->sse2_program )) {
+ x86_release_func( (struct x86_function *) &vs->sse2_program );
+ fprintf(stdout /*err*/,
+ "tgsi_emit_sse2() failed, falling back to interpreter\n");
+ }
+ }
+#endif
+
+ return vs;
+}
+
+
+void
+draw_bind_vertex_shader(struct draw_context *draw,
+ struct draw_vertex_shader *dvs)
+{
+ draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
+
+ draw->vertex_shader = dvs;
+ draw->num_vs_outputs = dvs->state->num_outputs;
+
+ /* specify the vertex program to interpret/execute */
+ tgsi_exec_machine_init(&draw->machine,
+ draw->vertex_shader->state->tokens,
+ PIPE_MAX_SAMPLERS,
+ NULL /*samplers*/ );
+}
+
+
+void
+draw_delete_vertex_shader(struct draw_context *draw,
+ struct draw_vertex_shader *dvs)
+{
+#if defined(__i386__) || defined(__386__)
+ x86_release_func( (struct x86_function *) &dvs->sse2_program );
+#endif
+
+ FREE( dvs );
+}