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Diffstat (limited to 'src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c408
1 files changed, 408 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c
new file mode 100644
index 0000000000..73fc70c1bc
--- /dev/null
+++ b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c
@@ -0,0 +1,408 @@
+/**************************************************************************
+ *
+ * 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 "util/u_math.h"
+#include "util/u_memory.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"
+#include "draw/draw_vs.h"
+
+#include "translate/translate.h"
+
+struct fetch_shade_emit;
+
+
+/* Prototype fetch, shade, emit-hw-verts all in one go.
+ */
+struct fetch_shade_emit {
+ struct draw_pt_middle_end base;
+ struct draw_context *draw;
+
+
+ /* Temporaries:
+ */
+ const float *constants;
+ unsigned pitch[PIPE_MAX_ATTRIBS];
+ const ubyte *src[PIPE_MAX_ATTRIBS];
+ unsigned prim;
+
+ struct draw_vs_varient_key key;
+ struct draw_vs_varient *active;
+
+
+ const struct vertex_info *vinfo;
+};
+
+
+
+
+static void fse_prepare( struct draw_pt_middle_end *middle,
+ unsigned prim,
+ unsigned opt,
+ unsigned *max_vertices )
+{
+ struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
+ struct draw_context *draw = fse->draw;
+ unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
+ const struct vertex_info *vinfo;
+ unsigned i;
+
+
+ if (!draw->render->set_primitive( draw->render,
+ prim )) {
+ assert(0);
+ return;
+ }
+
+ /* Must do this after set_primitive() above:
+ */
+ fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
+
+
+
+ fse->key.output_stride = vinfo->size * 4;
+ fse->key.nr_outputs = vinfo->num_attribs;
+ fse->key.nr_inputs = num_vs_inputs;
+
+ fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
+ fse->key.nr_inputs); /* inputs - fetch from api format */
+
+ fse->key.viewport = !draw->identity_viewport;
+ fse->key.clip = !draw->bypass_clipping;
+ fse->key.pad = 0;
+
+ memset(fse->key.element, 0,
+ fse->key.nr_elements * sizeof(fse->key.element[0]));
+
+ for (i = 0; i < num_vs_inputs; i++) {
+ const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
+ fse->key.element[i].in.format = src->src_format;
+
+ /* Consider ignoring these, ie make generated programs
+ * independent of this state:
+ */
+ fse->key.element[i].in.buffer = src->vertex_buffer_index;
+ fse->key.element[i].in.offset = src->src_offset;
+ }
+
+
+ {
+ unsigned dst_offset = 0;
+
+ for (i = 0; i < vinfo->num_attribs; i++) {
+ unsigned emit_sz = 0;
+
+ switch (vinfo->emit[i]) {
+ case EMIT_4F:
+ emit_sz = 4 * sizeof(float);
+ break;
+ case EMIT_3F:
+ emit_sz = 3 * sizeof(float);
+ break;
+ case EMIT_2F:
+ emit_sz = 2 * sizeof(float);
+ break;
+ case EMIT_1F:
+ emit_sz = 1 * sizeof(float);
+ break;
+ case EMIT_1F_PSIZE:
+ emit_sz = 1 * sizeof(float);
+ break;
+ case EMIT_4UB:
+ emit_sz = 4 * sizeof(ubyte);
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ /* The elements in the key correspond to vertex shader output
+ * numbers, not to positions in the hw vertex description --
+ * that's handled by the output_offset field.
+ */
+ fse->key.element[i].out.format = vinfo->emit[i];
+ fse->key.element[i].out.vs_output = vinfo->src_index[i];
+ fse->key.element[i].out.offset = dst_offset;
+
+ dst_offset += emit_sz;
+ assert(fse->key.output_stride >= dst_offset);
+ }
+ }
+
+
+ /* Would normally look up a vertex shader and peruse its list of
+ * varients somehow. We omitted that step and put all the
+ * hardcoded "shaders" into an array. We're just making the
+ * assumption that this happens to be a matching shader... ie
+ * you're running isosurf, aren't you?
+ */
+ fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
+ &fse->key );
+
+ if (!fse->active) {
+ assert(0);
+ return ;
+ }
+
+ /* Now set buffer pointers:
+ */
+ for (i = 0; i < num_vs_inputs; i++) {
+ unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
+
+ fse->active->set_input( fse->active,
+ i,
+
+ ((const ubyte *) draw->pt.user.vbuffer[buf] +
+ draw->pt.vertex_buffer[buf].buffer_offset),
+
+ draw->pt.vertex_buffer[buf].pitch );
+ }
+
+ *max_vertices = (draw->render->max_vertex_buffer_bytes /
+ (vinfo->size * 4));
+
+ /* Return an even number of verts.
+ * This prevents "parity" errors when splitting long triangle strips which
+ * can lead to front/back culling mix-ups.
+ * Every other triangle in a strip has an alternate front/back orientation
+ * so splitting at an odd position can cause the orientation of subsequent
+ * triangles to get reversed.
+ */
+ *max_vertices = *max_vertices & ~1;
+
+ /* Probably need to do this somewhere (or fix exec shader not to
+ * need it):
+ */
+ if (1) {
+ struct draw_vertex_shader *vs = draw->vs.vertex_shader;
+ vs->prepare(vs, draw);
+ }
+
+
+ //return TRUE;
+}
+
+
+
+
+
+
+
+static void fse_run_linear( struct draw_pt_middle_end *middle,
+ unsigned start,
+ unsigned count )
+{
+ struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
+ struct draw_context *draw = fse->draw;
+ char *hw_verts;
+
+ /* XXX: need to flush to get prim_vbuf.c to release its allocation??
+ */
+ draw_do_flush( draw, DRAW_FLUSH_BACKEND );
+
+ hw_verts = draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)count );
+
+ if (!hw_verts) {
+ assert(0);
+ return;
+ }
+
+ /* Single routine to fetch vertices, run shader and emit HW verts.
+ * Clipping is done elsewhere -- either by the API or on hardware,
+ * or for some other reason not required...
+ */
+ fse->active->run_linear( fse->active,
+ start, count,
+ hw_verts );
+
+ /* Draw arrays path to avoid re-emitting index list again and
+ * again.
+ */
+ draw->render->draw_arrays( draw->render,
+ 0,
+ count );
+
+ if (0) {
+ unsigned i;
+ for (i = 0; i < count; i++) {
+ debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
+ fse->key.output_stride,
+ fse->key.output_stride * i);
+
+ draw_dump_emitted_vertex( fse->vinfo,
+ (const uint8_t *)hw_verts + fse->key.output_stride * i );
+ }
+ }
+
+
+ draw->render->release_vertices( draw->render,
+ hw_verts,
+ fse->key.output_stride,
+ count );
+}
+
+
+static void
+fse_run(struct draw_pt_middle_end *middle,
+ const unsigned *fetch_elts,
+ unsigned fetch_count,
+ const ushort *draw_elts,
+ unsigned draw_count )
+{
+ struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
+ struct draw_context *draw = fse->draw;
+ void *hw_verts;
+
+ /* XXX: need to flush to get prim_vbuf.c to release its allocation??
+ */
+ draw_do_flush( draw, DRAW_FLUSH_BACKEND );
+
+ hw_verts = draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)fetch_count );
+ if (!hw_verts) {
+ assert(0);
+ return;
+ }
+
+
+ /* Single routine to fetch vertices, run shader and emit HW verts.
+ */
+ fse->active->run_elts( fse->active,
+ fetch_elts,
+ fetch_count,
+ hw_verts );
+
+ draw->render->draw( draw->render,
+ draw_elts,
+ draw_count );
+
+ if (0) {
+ unsigned i;
+ for (i = 0; i < fetch_count; i++) {
+ debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
+ draw_dump_emitted_vertex( fse->vinfo,
+ (const uint8_t *)hw_verts +
+ fse->key.output_stride * i );
+ }
+ }
+
+
+ draw->render->release_vertices( draw->render,
+ hw_verts,
+ fse->key.output_stride,
+ fetch_count );
+
+}
+
+
+
+static boolean fse_run_linear_elts( struct draw_pt_middle_end *middle,
+ unsigned start,
+ unsigned count,
+ const ushort *draw_elts,
+ unsigned draw_count )
+{
+ struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
+ struct draw_context *draw = fse->draw;
+ char *hw_verts;
+
+ /* XXX: need to flush to get prim_vbuf.c to release its allocation??
+ */
+ draw_do_flush( draw, DRAW_FLUSH_BACKEND );
+
+ hw_verts = draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)count );
+
+ if (!hw_verts) {
+ return FALSE;
+ }
+
+ /* Single routine to fetch vertices, run shader and emit HW verts.
+ * Clipping is done elsewhere -- either by the API or on hardware,
+ * or for some other reason not required...
+ */
+ fse->active->run_linear( fse->active,
+ start, count,
+ hw_verts );
+
+
+ draw->render->draw( draw->render,
+ draw_elts,
+ draw_count );
+
+
+
+ draw->render->release_vertices( draw->render,
+ hw_verts,
+ fse->key.output_stride,
+ count );
+
+ return TRUE;
+}
+
+
+
+static void fse_finish( struct draw_pt_middle_end *middle )
+{
+}
+
+
+static void
+fse_destroy( struct draw_pt_middle_end *middle )
+{
+ FREE(middle);
+}
+
+struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
+{
+ struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
+ if (!fse)
+ return NULL;
+
+ fse->base.prepare = fse_prepare;
+ fse->base.run = fse_run;
+ fse->base.run_linear = fse_run_linear;
+ fse->base.run_linear_elts = fse_run_linear_elts;
+ fse->base.finish = fse_finish;
+ fse->base.destroy = fse_destroy;
+ fse->draw = draw;
+
+ return &fse->base;
+}