/************************************************************************** * * 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" #include "tgsi/util/tgsi_parse.h" struct exec_vertex_shader { struct draw_vertex_shader base; struct tgsi_exec_machine *machine; }; static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs ) { return (struct exec_vertex_shader *)vs; } /* Not required for run_linear. */ static void vs_exec_prepare( struct draw_vertex_shader *shader, struct draw_context *draw ) { struct exec_vertex_shader *evs = exec_vertex_shader(shader); /* specify the vertex program to interpret/execute */ tgsi_exec_machine_bind_shader(evs->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 boolean vs_exec_run( struct draw_vertex_shader *shader, struct draw_context *draw, const unsigned *elts, unsigned count, void *vOut, unsigned vertex_size) { struct exec_vertex_shader *evs = exec_vertex_shader(shader); struct tgsi_exec_machine *machine = evs->machine; unsigned int i, j; unsigned int clipped = 0; struct tgsi_exec_vector *outputs = 0; const float *scale = draw->viewport.scale; const float *trans = draw->viewport.translate; assert(shader->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION); machine->Consts = (const float (*)[4]) draw->user.constants; if (draw->rasterizer->bypass_vs) { /* outputs are just the inputs */ outputs = machine->Inputs; } else { outputs = machine->Outputs; } for (i = 0; i < count; i += MAX_TGSI_VERTICES) { unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices ); #if 0 for (j = 0; j < max_vertices; j++) { unsigned slot; debug_printf("%d) Input vert:\n", i + j); for (slot = 0; slot < shader->info.num_inputs; slot++) { debug_printf("\t%d: %f %f %f %f\n", slot, machine->Inputs[slot].xyzw[0].f[j], machine->Inputs[slot].xyzw[1].f[j], machine->Inputs[slot].xyzw[2].f[j], machine->Inputs[slot].xyzw[3].f[j]); } } #endif if (!draw->rasterizer->bypass_vs) { /* run interpreter */ tgsi_exec_machine_run( machine ); } /* store machine results */ for (j = 0; j < max_vertices; j++) { unsigned slot; float x, y, z, w; struct vertex_header *out = draw_header_from_block(vOut, vertex_size, i + j); /* 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 = out->clip[0] = outputs[0].xyzw[0].f[j]; y = out->clip[1] = outputs[0].xyzw[1].f[j]; z = out->clip[2] = outputs[0].xyzw[2].f[j]; w = out->clip[3] = outputs[0].xyzw[3].f[j]; if (!draw->rasterizer->bypass_clipping) { out->clipmask = compute_clipmask(out->clip, draw->plane, draw->nr_planes); clipped += out->clipmask; /* divide by w */ w = 1.0f / w; x *= w; y *= w; z *= w; } else { out->clipmask = 0; } out->edgeflag = 1; out->vertex_id = UNDEFINED_VERTEX_ID; if (!draw->identity_viewport) { /* Viewport mapping */ out->data[0][0] = x * scale[0] + trans[0]; out->data[0][1] = y * scale[1] + trans[1]; out->data[0][2] = z * scale[2] + trans[2]; out->data[0][3] = w; } else { out->data[0][0] = x; out->data[0][1] = y; out->data[0][2] = z; out->data[0][3] = w; } /* Remaining attributes are packed into sequential post-transform * vertex attrib slots. */ for (slot = 1; slot < draw->num_vs_outputs; slot++) { out->data[slot][0] = outputs[slot].xyzw[0].f[j]; out->data[slot][1] = outputs[slot].xyzw[1].f[j]; out->data[slot][2] = outputs[slot].xyzw[2].f[j]; out->data[slot][3] = outputs[slot].xyzw[3].f[j]; } #if 0 /*DEBUG*/ printf("%d) Post xform vert:\n", i + j); for (slot = 0; slot < draw->num_vs_outputs; slot++) { printf("\t%d: %f %f %f %f\n", slot, out->data[slot][0], out->data[slot][1], out->data[slot][2], out->data[slot][3]); } #endif } /* loop over vertices */ } return clipped != 0; } /* Simplified vertex shader interface for the pt paths. Given the * complexity of code-generating all the above operations together, * it's time to try doing all the other stuff separately. */ static void vs_exec_run_linear( struct draw_vertex_shader *shader, const float (*input)[4], float (*output)[4], const float (*constants)[4], unsigned count, unsigned input_stride, unsigned output_stride ) { struct exec_vertex_shader *evs = exec_vertex_shader(shader); struct tgsi_exec_machine *machine = evs->machine; unsigned int i, j; unsigned slot; machine->Consts = constants; for (i = 0; i < count; i += MAX_TGSI_VERTICES) { unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); /* Swizzle inputs. */ for (j = 0; j < max_vertices; j++) { #if 0 debug_printf("%d) Input vert:\n", i + j); for (slot = 0; slot < shader->info.num_inputs; slot++) { debug_printf("\t%d: %f %f %f %f\n", slot, input[slot][0], input[slot][1], input[slot][2], input[slot][3]); } #endif for (slot = 0; slot < shader->info.num_inputs; slot++) { machine->Inputs[slot].xyzw[0].f[j] = input[slot][0]; machine->Inputs[slot].xyzw[1].f[j] = input[slot][1]; machine->Inputs[slot].xyzw[2].f[j] = input[slot][2]; machine->Inputs[slot].xyzw[3].f[j] = input[slot][3]; } input = (const float (*)[4])((const char *)input + input_stride); } /* run interpreter */ tgsi_exec_machine_run( machine ); /* Unswizzle all output results. */ for (j = 0; j < max_vertices; j++) { for (slot = 0; slot < shader->info.num_outputs; slot++) { output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; output[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; output[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; } #if 0 debug_printf("%d) Post xform vert:\n", i + j); for (slot = 0; slot < shader->info.num_outputs; slot++) { debug_printf("\t%d: %f %f %f %f\n", slot, output[slot][0], output[slot][1], output[slot][2], output[slot][3]); } #endif output = (float (*)[4])((char *)output + output_stride); } } } static void vs_exec_delete( struct draw_vertex_shader *dvs ) { FREE((void*) dvs->state.tokens); FREE( dvs ); } struct draw_vertex_shader * draw_create_vs_exec(struct draw_context *draw, const struct pipe_shader_state *state) { struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader ); uint nt = tgsi_num_tokens(state->tokens); if (vs == NULL) return NULL; /* we make a private copy of the tokens */ vs->base.state.tokens = mem_dup(state->tokens, nt * sizeof(state->tokens[0])); tgsi_scan_shader(state->tokens, &vs->base.info); vs->base.prepare = vs_exec_prepare; vs->base.run = vs_exec_run; vs->base.run_linear = vs_exec_run_linear; vs->base.delete = vs_exec_delete; vs->machine = &draw->machine; return &vs->base; }