/************************************************************************** * * 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" static INLINE unsigned compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr) { unsigned mask = 0; unsigned i; /* Do the hardwired planes first: */ if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT; if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT; if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT; if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT; if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT; if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT; /* Followed by any remaining ones: */ for (i = 6; i < nr; i++) { if (dot4(clip, plane[i]) < 0) mask |= (1<machine, shader->state->tokens, PIPE_MAX_SAMPLERS, NULL /*samplers*/ ); draw_update_vertex_fetch( draw ); } /** * Transform vertices with the current vertex program/shader * Up to four vertices can be shaded at a time. * \param vbuffer the input vertex data * \param elts indexes of four input vertices * \param count number of vertices to shade [1..4] * \param vOut array of pointers to four output vertices */ static void vs_exec_run( struct draw_vertex_shader *shader, struct draw_context *draw, const unsigned *elts, unsigned count, struct vertex_header *vOut[] ) { struct tgsi_exec_machine *machine = &draw->machine; unsigned int j; ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX); ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX); const float *scale = draw->viewport.scale; const float *trans = draw->viewport.translate; assert(count <= 4); assert(draw->vertex_shader->state->output_semantic_name[0] == TGSI_SEMANTIC_POSITION); machine->Consts = (float (*)[4]) draw->user.constants; machine->Inputs = ALIGN16_ASSIGN(inputs); machine->Outputs = ALIGN16_ASSIGN(outputs); draw->vertex_fetch.fetch_func( draw, machine, elts, count ); /* run interpreter */ tgsi_exec_machine_run( machine ); /* store machine results */ for (j = 0; j < count; j++) { unsigned slot; float x, y, z, w; /* Handle attr[0] (position) specially: * * XXX: Computing the clipmask should be done in the vertex * program as a set of DP4 instructions appended to the * user-provided code. */ x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j]; y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j]; z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j]; w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j]; vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes); vOut[j]->edgeflag = 1; /* divide by w */ w = 1.0f / w; x *= w; y *= w; z *= w; /* Viewport mapping */ vOut[j]->data[0][0] = x * scale[0] + trans[0]; vOut[j]->data[0][1] = y * scale[1] + trans[1]; vOut[j]->data[0][2] = z * scale[2] + trans[2]; vOut[j]->data[0][3] = w; /* Remaining attributes are packed into sequential post-transform * vertex attrib slots. */ for (slot = 1; slot < draw->num_vs_outputs; slot++) { vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; } } /* loop over vertices */ } static void vs_exec_delete( struct draw_vertex_shader *dvs ) { FREE( dvs ); } struct draw_vertex_shader * draw_create_vs_exec(struct draw_context *draw, const struct pipe_shader_state *state) { struct draw_vertex_shader *vs = CALLOC_STRUCT( draw_vertex_shader ); if (vs == NULL) return NULL; vs->state = state; vs->prepare = vs_exec_prepare; vs->run = vs_exec_run; vs->delete = vs_exec_delete; return vs; }