/************************************************************************** * * 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 */ #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" #include "draw/draw_vs.h" #include "translate/translate.h" struct fetch_shade_emit; struct fse_shader { struct translate_key key; void (*run_linear)( const struct fetch_shade_emit *fse, unsigned start, unsigned count, char *buffer ); void (*run_elts)( const struct fetch_shade_emit *fse, const unsigned *fetch_elts, unsigned fetch_count, char *buffer ); }; /* Prototype fetch, shade, emit-hw-verts all in one go. */ struct fetch_shade_emit { struct draw_pt_middle_end base; struct draw_context *draw; struct translate_key key; /* Temporaries: */ const float *constants; unsigned pitch[PIPE_MAX_ATTRIBS]; const ubyte *src[PIPE_MAX_ATTRIBS]; unsigned prim; /* Points to one of the three hardwired example shaders, below: */ struct fse_shader *active; /* Temporary: A list of hard-wired shaders. Of course the plan * would be to generate these for a given (vertex-shader, * translate-key) pair... */ struct fse_shader shader[10]; int nr_shaders; }; /* Not quite passthrough yet -- we're still running the 'shader' here, * inlined into the vertex fetch function. */ static void shader0_run_linear( const struct fetch_shade_emit *fse, unsigned start, unsigned count, char *buffer ) { unsigned i; const float *m = fse->constants; const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; const ubyte *st = fse->src[2] + start * fse->pitch[2]; float *out = (float *)buffer; /* loop over vertex attributes (vertex shader inputs) */ for (i = 0; i < count; i++) { { const float *in = (const float *)xyz; const float ix = in[0], iy = in[1], iz = in[2]; out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; xyz += fse->pitch[0]; } { const float *in = (const float *)rgb; out[4] = in[0]; out[5] = in[1]; out[6] = in[2]; out[7] = 1.0f; rgb += fse->pitch[1]; } { const float *in = (const float *)st; out[8] = in[0]; out[9] = in[1]; out[10] = 0.0f; out[11] = 1.0f; st += fse->pitch[2]; } out += 12; } } static void shader1_run_linear( const struct fetch_shade_emit *fse, unsigned start, unsigned count, char *buffer ) { unsigned i; const float *m = (const float *)fse->constants; const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; float *out = (float *)buffer; // debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]); for (i = 0; i < count; i++) { { const float *in = (const float *)xyz; const float ix = in[0], iy = in[1], iz = in[2]; out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; xyz += fse->pitch[0]; } { const float *in = (const float *)rgb; out[4] = in[0]; out[5] = in[1]; out[6] = in[2]; out[7] = 1.0f; rgb += fse->pitch[1]; } out += 8; } } static void shader2_run_linear( const struct fetch_shade_emit *fse, unsigned start, unsigned count, char *buffer ) { unsigned i; const float *m = (const float *)fse->constants; const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; const float psiz = 1.0; float *out = (float *)buffer; assert(fse->pitch[1] == 0); for (i = 0; i < count; i++) { { const float *in = (const float *)xyz; const float ix = in[0], iy = in[1], iz = in[2]; out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; xyz += fse->pitch[0]; } { const float *in = (const float *)rgb; out[4] = in[0]; out[5] = in[1]; out[6] = in[2]; out[7] = 1.0f; rgb += fse->pitch[1]; } { out[8] = psiz; } out += 9; } } static void shader0_run_elts( const struct fetch_shade_emit *fse, const unsigned *elts, unsigned count, char *buffer ) { unsigned i; const float *m = fse->constants; float *out = (float *)buffer; /* loop over vertex attributes (vertex shader inputs) */ for (i = 0; i < count; i++) { unsigned elt = elts[i]; { const ubyte *xyz = fse->src[0] + elt * fse->pitch[0]; const float *in = (const float *)xyz; const float ix = in[0], iy = in[1], iz = in[2]; out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; } { const ubyte *rgb = fse->src[1] + elt * fse->pitch[1]; const float *in = (const float *)rgb; out[4] = in[0]; out[5] = in[1]; out[6] = in[2]; out[7] = 1.0f; } { const ubyte *st = fse->src[2] + elt * fse->pitch[2]; const float *in = (const float *)st; out[8] = in[0]; out[9] = in[1]; out[10] = 0.0f; out[11] = 1.0f; } out += 12; } } static void shader1_run_elts( const struct fetch_shade_emit *fse, const unsigned *elts, unsigned count, char *buffer ) { unsigned i; const float *m = (const float *)fse->constants; float *out = (float *)buffer; for (i = 0; i < count; i++) { unsigned elt = elts[i]; { const ubyte *xyz = fse->src[0] + elt * fse->pitch[0]; const float *in = (const float *)xyz; const float ix = in[0], iy = in[1], iz = in[2]; out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; xyz += fse->pitch[0]; } { const ubyte *rgb = fse->src[1] + elt * fse->pitch[1]; const float *in = (const float *)rgb; out[4] = in[0]; out[5] = in[1]; out[6] = in[2]; out[7] = 1.0f; rgb += fse->pitch[1]; } out += 8; } } static void shader2_run_elts( const struct fetch_shade_emit *fse, const unsigned *elts, unsigned count, char *buffer ) { unsigned i; const float *m = (const float *)fse->constants; const float psiz = 1.0; float *out = (float *)buffer; for (i = 0; i < count; i++) { unsigned elt = elts[i]; { const ubyte *xyz = fse->src[0] + elt * fse->pitch[0]; const float *in = (const float *)xyz; const float ix = in[0], iy = in[1], iz = in[2]; out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; } { const ubyte *rgb = fse->src[1] + elt * fse->pitch[1]; out[4] = rgb[0]; out[5] = rgb[1]; out[6] = rgb[2]; out[7] = 1.0f; } { out[8] = psiz; } out += 9; } } static void fse_prepare( struct draw_pt_middle_end *middle, unsigned prim, unsigned opt ) { 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; unsigned num_vs_outputs = draw->vs.vertex_shader->info.num_outputs; const struct vertex_info *vinfo; unsigned i; boolean need_psize = 0; if (draw->pt.user.elts) { assert(0); return ; } if (!draw->render->set_primitive( draw->render, prim )) { assert(0); return; } /* Must do this after set_primitive() above: */ vinfo = draw->render->get_vertex_info(draw->render); fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */ num_vs_inputs); /* inputs - fetch from api format */ fse->key.output_stride = vinfo->size * 4; 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].input_format = src->src_format; /* Consider ignoring these at this point, ie make generated * programs independent of this state: */ fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index; fse->key.element[i].input_offset = 0; //src->src_offset; } { unsigned dst_offset = 0; for (i = 0; i < vinfo->num_attribs; i++) { unsigned emit_sz = 0; unsigned output_format = PIPE_FORMAT_NONE; unsigned vs_output = vinfo->src_index[i]; switch (vinfo->emit[i]) { case EMIT_4F: output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; emit_sz = 4 * sizeof(float); break; case EMIT_3F: output_format = PIPE_FORMAT_R32G32B32_FLOAT; emit_sz = 3 * sizeof(float); break; case EMIT_2F: output_format = PIPE_FORMAT_R32G32_FLOAT; emit_sz = 2 * sizeof(float); break; case EMIT_1F: output_format = PIPE_FORMAT_R32_FLOAT; emit_sz = 1 * sizeof(float); break; case EMIT_1F_PSIZE: need_psize = 1; output_format = PIPE_FORMAT_R32_FLOAT; emit_sz = 1 * sizeof(float); vs_output = num_vs_outputs + 1; 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[vs_output].output_format = output_format; fse->key.element[vs_output].output_offset = dst_offset; dst_offset += emit_sz; assert(fse->key.output_stride >= dst_offset); } } /* To make psize work, really need to tell the vertex shader to * copy that value from input->output. For 'translate' this was * implicit for all elements. */ #if 0 if (need_psize) { unsigned input = num_vs_inputs + 1; const struct pipe_vertex_element *src = &draw->pt.vertex_element[i]; fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT; fse->key.element[i].input_buffer = 0; //nr_buffers + 1; fse->key.element[i].input_offset = 0; fse->key.nr_elements += 1; } #endif fse->constants = draw->pt.user.constants; /* 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 = NULL; for (i = 0; i < fse->nr_shaders; i++) { if (translate_key_compare( &fse->key, &fse->shader[i].key) == 0) fse->active = &fse->shader[i]; } 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->src[i] = ((const ubyte *) draw->pt.user.vbuffer[buf] + draw->pt.vertex_buffer[buf].buffer_offset + draw->pt.vertex_element[i].src_offset); fse->pitch[i] = draw->pt.vertex_buffer[buf].pitch; } //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 and viewport transformation are done elsewhere -- * either by the API or on hardware, or for some other reason not * required... */ fse->active->run_linear( fse, start, count, hw_verts ); /* Draw arrays path to avoid re-emitting index list again and * again. */ draw->render->draw_arrays( draw->render, 0, count ); 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, fetch_elts, fetch_count, hw_verts ); draw->render->draw( draw->render, draw_elts, draw_count ); draw->render->release_vertices( draw->render, hw_verts, fse->key.output_stride, fetch_count ); } 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.finish = fse_finish; fse->base.destroy = fse_destroy; fse->draw = draw; fse->shader[0].run_linear = shader0_run_linear; fse->shader[0].run_elts = shader0_run_elts; fse->shader[0].key.nr_elements = 3; fse->shader[0].key.output_stride = 12 * sizeof(float); fse->shader[0].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; fse->shader[0].key.element[0].input_buffer = 0; fse->shader[0].key.element[0].input_offset = 0; fse->shader[0].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[0].key.element[0].output_offset = 0; fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; fse->shader[0].key.element[1].input_buffer = 0; fse->shader[0].key.element[1].input_offset = 0; fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[0].key.element[1].output_offset = 16; fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32_FLOAT; fse->shader[0].key.element[1].input_buffer = 0; fse->shader[0].key.element[1].input_offset = 0; fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[0].key.element[1].output_offset = 32; fse->shader[1].run_linear = shader1_run_linear; fse->shader[1].run_elts = shader1_run_elts; fse->shader[1].key.nr_elements = 2; fse->shader[1].key.output_stride = 8 * sizeof(float); fse->shader[1].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; fse->shader[1].key.element[0].input_buffer = 0; fse->shader[1].key.element[0].input_offset = 0; fse->shader[1].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[1].key.element[0].output_offset = 0; fse->shader[1].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; fse->shader[1].key.element[1].input_buffer = 0; fse->shader[1].key.element[1].input_offset = 0; fse->shader[1].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[1].key.element[1].output_offset = 16; fse->shader[2].run_linear = shader2_run_linear; fse->shader[2].run_elts = shader2_run_elts; fse->shader[2].key.nr_elements = 3; fse->shader[2].key.output_stride = 9 * sizeof(float); fse->shader[2].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; fse->shader[2].key.element[0].input_buffer = 0; fse->shader[2].key.element[0].input_offset = 0; fse->shader[2].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[2].key.element[0].output_offset = 0; fse->shader[2].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; fse->shader[2].key.element[1].input_buffer = 0; fse->shader[2].key.element[1].input_offset = 0; fse->shader[2].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fse->shader[2].key.element[1].output_offset = 16; /* psize is special * -- effectively add it here as another input!?! * -- who knows how to add it as a buffer? */ fse->shader[2].key.element[2].input_format = PIPE_FORMAT_R32_FLOAT; fse->shader[2].key.element[2].input_buffer = 0; fse->shader[2].key.element[2].input_offset = 0; fse->shader[2].key.element[2].output_format = PIPE_FORMAT_R32_FLOAT; fse->shader[2].key.element[2].output_offset = 32; fse->nr_shaders = 3; return &fse->base; }