/************************************************************************** * * 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 * Brian Paul */ #include "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #include "draw_vs.h" /** * 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) { struct draw_vertex_shader *shader = draw->vertex_shader; unsigned i; assert(draw->vs.queue_nr != 0); /* XXX: do this on statechange: */ shader->prepare( shader, draw ); // fprintf(stderr, "%s %d\n", __FUNCTION__, 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].vertex; } for ( ; j < 4; j++) { elts[j] = elts[0]; dests[j] = draw->vs.queue[i + j].vertex; } assert(n > 0); assert(n <= 4); shader->run(shader, draw, elts, n, dests); } draw->vs.post_nr = draw->vs.queue_nr; 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 = draw_create_vs_llvm( draw, shader ); if (!vs) { vs = draw_create_vs_sse( draw, shader ); if (!vs) { vs = draw_create_vs_exec( draw, shader ); } } assert(vs); tgsi_scan_shader(shader->tokens, &vs->info); return vs; } void draw_bind_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); if (dvs) { draw->vertex_shader = dvs; draw->num_vs_outputs = dvs->info.num_outputs; tgsi_exec_machine_init(&draw->machine); dvs->prepare( dvs, draw ); } else { draw->vertex_shader = NULL; draw->num_vs_outputs = 0; } } void draw_delete_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { dvs->delete( dvs ); }