From a2ea606377ed5679dc513eabcf2d398216b47d61 Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Mon, 13 Feb 2006 11:23:36 +0000 Subject: Add ARB_vertex_shader stage just before render stage. If enabled, all other stages, except render, are disabled. --- src/mesa/tnl/t_vb_arbshader.c | 328 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 328 insertions(+) create mode 100644 src/mesa/tnl/t_vb_arbshader.c (limited to 'src/mesa/tnl/t_vb_arbshader.c') diff --git a/src/mesa/tnl/t_vb_arbshader.c b/src/mesa/tnl/t_vb_arbshader.c new file mode 100644 index 0000000000..d779e44004 --- /dev/null +++ b/src/mesa/tnl/t_vb_arbshader.c @@ -0,0 +1,328 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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: + * Michal Krol + */ + +#include "glheader.h" +#include "imports.h" +#include "macros.h" +#include "shaderobjects.h" +#include "t_pipeline.h" +#include "slang_utility.h" + +typedef struct +{ + GLvector4f outputs[VERT_RESULT_MAX]; + GLvector4f ndc_coords; + GLubyte *clipmask; + GLubyte ormask; + GLubyte andmask; +} arbvs_stage_data; + +#define ARBVS_STAGE_DATA(stage) ((arbvs_stage_data *) stage->privatePtr) + +static GLboolean construct_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *vb = &tnl->vb; + arbvs_stage_data *store; + GLuint size = vb->Size; + GLuint i; + + stage->privatePtr = _mesa_malloc (sizeof (arbvs_stage_data)); + store = ARBVS_STAGE_DATA(stage); + if (store == NULL) + return GL_FALSE; + + for (i = 0; i < VERT_RESULT_MAX; i++) + { + _mesa_vector4f_alloc (&store->outputs[i], 0, size, 32); + store->outputs[i].size = 4; + } + _mesa_vector4f_alloc (&store->ndc_coords, 0, size, 32); + store->clipmask = (GLubyte *) ALIGN_MALLOC (size, 32); + + return GL_TRUE; +} + +static void destruct_arb_vertex_shader (struct tnl_pipeline_stage *stage) +{ + arbvs_stage_data *store = ARBVS_STAGE_DATA(stage); + + if (store != NULL) + { + GLuint i; + + for (i = 0; i < VERT_RESULT_MAX; i++) + _mesa_vector4f_free (&store->outputs[i]); + _mesa_vector4f_free (&store->ndc_coords); + ALIGN_FREE (store->clipmask); + + _mesa_free (store); + stage->privatePtr = NULL; + } +} + +static void validate_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage) +{ +} + +/* XXX */ +extern void exec_vertex_shader (struct gl2_vertex_shader_intf **vs); +extern int _slang_fetch_float (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int); +extern int _slang_fetch_vec3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int); +extern int _slang_fetch_vec4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int); +extern int _slang_fetch_mat4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int); + +static void fetch_input_float (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb, + struct gl2_vertex_shader_intf **vs) +{ + const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data; + const GLuint size = vb->AttribPtr[attr]->size; + const GLuint stride = vb->AttribPtr[attr]->stride; + const GLfloat *data = (const GLfloat *) (ptr + stride * i); + float vec[1]; + + vec[0] = data[0]; + _slang_fetch_float (vs, name, vec, 1); +} + +static void fetch_input_vec3 (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb, + struct gl2_vertex_shader_intf **vs) +{ + const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data; + const GLuint size = vb->AttribPtr[attr]->size; + const GLuint stride = vb->AttribPtr[attr]->stride; + const GLfloat *data = (const GLfloat *) (ptr + stride * i); + float vec[3]; + + vec[0] = data[0]; + vec[1] = data[1]; + vec[2] = data[2]; + _slang_fetch_vec3 (vs, name, vec, 1); +} + +static void fetch_input_vec4 (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb, + struct gl2_vertex_shader_intf **vs) +{ + const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data; + const GLuint size = vb->AttribPtr[attr]->size; + const GLuint stride = vb->AttribPtr[attr]->stride; + const GLfloat *data = (const GLfloat *) (ptr + stride * i); + float vec[4]; + + switch (size) + { + case 2: + vec[0] = data[0]; + vec[1] = data[1]; + vec[2] = 0.0f; + vec[3] = 1.0f; + break; + case 3: + vec[0] = data[0]; + vec[1] = data[1]; + vec[2] = data[2]; + vec[3] = 1.0f; + break; + case 4: + vec[0] = data[0]; + vec[1] = data[1]; + vec[2] = data[2]; + vec[3] = data[3]; + break; + } + _slang_fetch_vec4 (vs, name, vec, 0, 1); +} + +static void fetch_output_float (const char *name, GLuint attr, GLuint i, arbvs_stage_data *store, + struct gl2_vertex_shader_intf **vs) +{ + float vec[1]; + + _slang_fetch_float (vs, name, vec, 0); + _mesa_memcpy (&store->outputs[attr].data[i], vec, 4); +} + +static void fetch_output_vec4 (const char *name, GLuint attr, GLuint i, GLuint index, + arbvs_stage_data *store, struct gl2_vertex_shader_intf **vs) +{ + float vec[4]; + + _slang_fetch_vec4 (vs, name, vec, index, 0); + _mesa_memcpy (&store->outputs[attr].data[i], vec, 16); +} + +static void fetch_uniform_mat4 (const char *name, const GLmatrix *matrix, GLuint index, + struct gl2_vertex_shader_intf **vs) +{ + _slang_fetch_mat4 (vs, name, matrix->m, index, 1); +} + +static GLboolean run_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *vb = &tnl->vb; + arbvs_stage_data *store = ARBVS_STAGE_DATA(stage); + struct gl2_program_intf **prog; + struct gl2_vertex_shader_intf **vs = NULL; + GLsizei count, i, j; + + prog = ctx->ShaderObjects.CurrentProgram; + if (prog == NULL) + return GL_TRUE; + + count = (**prog)._container.GetAttachedCount ((struct gl2_container_intf **) prog); + for (i = 0; i < count; i++) + { + struct gl2_generic_intf **obj; + struct gl2_unknown_intf **unk; + + obj = (**prog)._container.GetAttached ((struct gl2_container_intf **) prog, i); + unk = (**obj)._unknown.QueryInterface ((struct gl2_unknown_intf **) obj, UIID_VERTEX_SHADER); + (**obj)._unknown.Release ((struct gl2_unknown_intf **) obj); + if (unk != NULL) + { + vs = (struct gl2_vertex_shader_intf **) unk; + break; + } + } + if (vs == NULL) + return GL_TRUE; + + fetch_uniform_mat4 ("gl_ModelViewMatrix", ctx->ModelviewMatrixStack.Top, 0, vs); + fetch_uniform_mat4 ("gl_ProjectionMatrix", ctx->ProjectionMatrixStack.Top, 0, vs); + fetch_uniform_mat4 ("gl_ModelViewProjectionMatrix", &ctx->_ModelProjectMatrix, 0, vs); + for (j = 0; j < 8; j++) + fetch_uniform_mat4 ("gl_TextureMatrix", ctx->TextureMatrixStack[j].Top, j, vs); + /* XXX: fetch uniform mat3 gl_NormalMatrix */ + /* XXX: fetch uniform mat4 gl_ModelViewMatrixInverse */ + /* XXX: fetch uniform mat4 gl_ProjectionMatrixInverse */ + /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixInverse */ + /* XXX: fetch uniform mat4 gl_TextureMatrixInverse */ + /* XXX: fetch uniform mat4 gl_ModelViewMatrixTranspose */ + /* XXX: fetch uniform mat4 gl_ProjectionMatrixTranspose */ + /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixTranspose */ + /* XXX: fetch uniform mat4 gl_TextureMatrixTranspose */ + /* XXX: fetch uniform mat4 gl_ModelViewMatrixInverseTranspose */ + /* XXX: fetch uniform mat4 gl_ProjectionMatrixInverseTranspose */ + /* XXX: fetch uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose */ + /* XXX: fetch uniform mat4 gl_TextureMatrixInverseTranspose */ + /* XXX: fetch uniform float gl_NormalScale */ + /* XXX: fetch uniform mat4 gl_ClipPlane */ + /* XXX: fetch uniform mat4 gl_TextureEnvColor */ + /* XXX: fetch uniform mat4 gl_EyePlaneS */ + /* XXX: fetch uniform mat4 gl_EyePlaneT */ + /* XXX: fetch uniform mat4 gl_EyePlaneR */ + /* XXX: fetch uniform mat4 gl_EyePlaneQ */ + /* XXX: fetch uniform mat4 gl_ObjectPlaneS */ + /* XXX: fetch uniform mat4 gl_ObjectPlaneT */ + /* XXX: fetch uniform mat4 gl_ObjectPlaneR */ + /* XXX: fetch uniform mat4 gl_ObjectPlaneQ */ + + for (i = 0; i < vb->Count; i++) + { + fetch_input_vec4 ("gl_Vertex", _TNL_ATTRIB_POS, i, vb, vs); + fetch_input_vec3 ("gl_Normal", _TNL_ATTRIB_NORMAL, i, vb, vs); + fetch_input_vec4 ("gl_Color", _TNL_ATTRIB_COLOR0, i, vb, vs); + fetch_input_vec4 ("gl_SecondaryColor", _TNL_ATTRIB_COLOR1, i, vb, vs); + fetch_input_float ("gl_FogCoord", _TNL_ATTRIB_FOG, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord0", _TNL_ATTRIB_TEX0, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord1", _TNL_ATTRIB_TEX1, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord2", _TNL_ATTRIB_TEX2, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord3", _TNL_ATTRIB_TEX3, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord4", _TNL_ATTRIB_TEX4, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord5", _TNL_ATTRIB_TEX5, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord6", _TNL_ATTRIB_TEX6, i, vb, vs); + fetch_input_vec4 ("gl_MultiTexCoord7", _TNL_ATTRIB_TEX7, i, vb, vs); + + exec_vertex_shader (vs); + + fetch_output_vec4 ("gl_Position", VERT_RESULT_HPOS, i, 0, store, vs); + fetch_output_vec4 ("gl_FrontColor", VERT_RESULT_COL0, i, 0, store, vs); + fetch_output_vec4 ("gl_FrontSecondaryColor", VERT_RESULT_COL1, i, 0, store, vs); + fetch_output_float ("gl_FogFragCoord", VERT_RESULT_FOGC, i, store, vs); + for (j = 0; j < 8; j++) + fetch_output_vec4 ("gl_TexCoord", VERT_RESULT_TEX0 + j, i, j, store, vs); + fetch_output_float ("gl_PointSize", VERT_RESULT_PSIZ, i, store, vs); + fetch_output_vec4 ("gl_BackColor", VERT_RESULT_BFC0, i, 0, store, vs); + fetch_output_vec4 ("gl_BackSecondaryColor", VERT_RESULT_BFC1, i, 0, store, vs); + /* XXX: fetch output gl_ClipVertex */ + } + + (**vs)._shader._generic._unknown.Release ((struct gl2_unknown_intf **) vs); + + vb->ClipPtr = &store->outputs[VERT_RESULT_HPOS]; + vb->ClipPtr->count = vb->Count; + vb->ColorPtr[0] = &store->outputs[VERT_RESULT_COL0]; + vb->SecondaryColorPtr[0] = &store->outputs[VERT_RESULT_COL1]; + for (i = 0; i < ctx->Const.MaxTextureUnits; i++) + vb->TexCoordPtr[i] = &store->outputs[VERT_RESULT_TEX0 + i]; + vb->ColorPtr[1] = &store->outputs[VERT_RESULT_BFC0]; + vb->SecondaryColorPtr[1] = &store->outputs[VERT_RESULT_BFC1]; + vb->FogCoordPtr = &store->outputs[VERT_RESULT_FOGC]; + vb->PointSizePtr = &store->outputs[VERT_RESULT_PSIZ]; + + vb->AttribPtr[VERT_ATTRIB_COLOR0] = vb->ColorPtr[0]; + vb->AttribPtr[VERT_ATTRIB_COLOR1] = vb->SecondaryColorPtr[0]; + vb->AttribPtr[VERT_ATTRIB_FOG] = vb->FogCoordPtr; + for (i = 0; i < ctx->Const.MaxTextureUnits; i++) + vb->AttribPtr[VERT_ATTRIB_TEX0 + i] = vb->TexCoordPtr[i]; + vb->AttribPtr[_TNL_ATTRIB_POINTSIZE] = &store->outputs[VERT_RESULT_PSIZ]; + + store->ormask = 0; + store->andmask = CLIP_ALL_BITS; + + if (tnl->NeedNdcCoords) + { + vb->NdcPtr = _mesa_clip_tab[vb->ClipPtr->size] (vb->ClipPtr, &store->ndc_coords, + store->clipmask, &store->ormask, &store->andmask); + } + else + { + vb->NdcPtr = NULL; + _mesa_clip_np_tab[vb->ClipPtr->size] (vb->ClipPtr, NULL, store->clipmask, &store->ormask, + &store->andmask); + } + + if (store->andmask) + return GL_FALSE; + + vb->ClipAndMask = store->andmask; + vb->ClipOrMask = store->ormask; + vb->ClipMask = store->clipmask; + + return GL_TRUE; +} + +const struct tnl_pipeline_stage _tnl_arb_vertex_shader_stage = { + "ARB_vertex_shader", + NULL, + construct_arb_vertex_shader, + destruct_arb_vertex_shader, + validate_arb_vertex_shader, + run_arb_vertex_shader +}; + -- cgit v1.2.3