/************************************************************************** * * 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 */ /* This code is a prototype of what a passhthrough vertex shader might * look like. * * Probably the best approach for us is to do: * - vertex fetch * - vertex shader * - cliptest / viewport transform * * in one step, then examine the clipOrMask & choose between two paths: * * Either: * - build primitive headers * - clip and the primitive path * - build clipped vertex buffers, * - vertex-emit to vbuf buffers * * Or, if no clipping: * - vertex-emit directly to vbuf buffers * * But when bypass clipping is enabled, we just take the latter * choice. If (some new) passthrough-vertex-shader flag is also set, * the pipeline degenerates to: * * - vertex fetch * - vertex emit to vbuf buffers * * Which is what is prototyped here. */ #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" /* Example of a fetch/emit passthrough shader which could be * generated when bypass_clipping is enabled on a passthrough vertex * shader. */ static void fetch_xyz_rgb_st( struct draw_context *draw, float *out, unsigned start, unsigned count ) { const unsigned *pitch = draw->vertex_fetch.pitch; const ubyte **src = draw->vertex_fetch.src_ptr; unsigned i; const ubyte *xyzw = src[0] + start * pitch[0]; const ubyte *rgba = src[1] + start * pitch[1]; const ubyte *st = src[2] + start * pitch[2]; /* loop over vertex attributes (vertex shader inputs) */ for (i = 0; i < count; i++) { { const float *in = (const float *)xyzw; xyzw += pitch[0]; /* decode input, encode output. Assume both are float[4] */ out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = in[3]; } { const float *in = (const float *)rgba; rgba += pitch[1]; /* decode input, encode output. Assume both are float[4] */ out[4] = in[0]; out[5] = in[1]; out[6] = in[2]; out[7] = in[3]; } { const float *in = (const float *)st; st += pitch[2]; /* decode input, encode output. Assume both are float[2] */ out[8] = in[0]; out[9] = in[1]; } out += 10; } } static boolean update_shader( struct draw_context *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++) { unsigned buf = draw->vertex_element[i].vertex_buffer_index; draw->vertex_fetch.src_ptr[i] = (const ubyte *) draw->user.vbuffer[buf] + draw->vertex_buffer[buf].buffer_offset + draw->vertex_element[i].src_offset; draw->vertex_fetch.pitch[i] = draw->vertex_buffer[buf].pitch; draw->vertex_fetch.fetch[i] = NULL; } draw->vertex_fetch.nr_attrs = nr_attrs; draw->vertex_fetch.fetch_func = NULL; draw->vertex_fetch.pt_fetch = NULL; draw->pt.hw_vertex_size = vinfo->size * 4; /* Just trying to figure out how this would work: */ if (nr_attrs == 3 && 0 /* some other tests */) { draw->vertex_fetch.pt_fetch = fetch_xyz_rgb_st; assert(vinfo->size == 10); return TRUE; } return FALSE; } static boolean set_prim( struct draw_context *draw, unsigned prim ) { assert(!draw->user.elts); draw->pt.prim = prim; switch (prim) { case PIPE_PRIM_LINE_LOOP: case PIPE_PRIM_QUADS: case PIPE_PRIM_QUAD_STRIP: return FALSE; default: draw->render->set_primitive( draw->render, prim ); return TRUE; } } boolean draw_passthrough_arrays(struct draw_context *draw, unsigned prim, unsigned start, unsigned count) { float *hw_verts; if (!set_prim(draw, prim)) return FALSE; if (!update_shader( draw )) return FALSE; hw_verts = draw->render->allocate_vertices( draw->render, draw->pt.hw_vertex_size, count ); if (!hw_verts) return FALSE; /* Single routine to fetch vertices, run shader and emit HW verts. * Clipping and viewport transformation are done on hardware. */ draw->vertex_fetch.pt_fetch( draw, hw_verts, start, count ); /* Draw arrays path to avoid re-emitting index list again and * again. */ draw->render->draw_arrays( draw->render, start, count ); draw->render->release_vertices( draw->render, hw_verts, draw->pt.hw_vertex_size, count ); return TRUE; }